summaryrefslogtreecommitdiff
path: root/indra/llmath/llmatrix3a.h
blob: dff6604ae5bc5f9d616aaa97b80e2219f686e1c5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
/**
 * @file llmatrix3a.h
 * @brief LLMatrix3a class header file - memory aligned and vectorized 3x3 matrix
 *
 * $LicenseInfo:firstyear=2010&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2010, Linden Research, Inc.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 *
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#ifndef LL_LLMATRIX3A_H
#define LL_LLMATRIX3A_H

/////////////////////////////
// LLMatrix3a, LLRotation
/////////////////////////////
// This class stores a 3x3 (technically 4x3) matrix in column-major order
/////////////////////////////
/////////////////////////////
// These classes are intentionally minimal right now. If you need additional
// functionality, please contact someone with SSE experience (e.g., Falcon or
// Huseby).
/////////////////////////////

// LLMatrix3a is the base class for LLRotation, which should be used instead any time you're dealing with a
// rotation matrix.
class LLMatrix3a
{
public:

    // Utility function for quickly transforming an array of LLVector4a's
    // For transforming a single LLVector4a, see LLVector4a::setRotated
    static void batchTransform( const LLMatrix3a& xform, const LLVector4a* src, int numVectors, LLVector4a* dst );

    // Utility function to obtain the identity matrix
    static inline const LLMatrix3a& getIdentity();

    //////////////////////////
    // Ctors
    //////////////////////////

    // Ctor
    LLMatrix3a() {}

    // Ctor for setting by columns
    inline LLMatrix3a( const LLVector4a& c0, const LLVector4a& c1, const LLVector4a& c2 );

    //////////////////////////
    // Get/Set
    //////////////////////////

    // Loads from an LLMatrix3
    inline void loadu(const LLMatrix3& src);

    // Set rows
    inline void setRows(const LLVector4a& r0, const LLVector4a& r1, const LLVector4a& r2);

    // Set columns
    inline void setColumns(const LLVector4a& c0, const LLVector4a& c1, const LLVector4a& c2);

    // Get the read-only access to a specified column. Valid columns are 0-2, but the
    // function is unchecked. You've been warned.
    inline const LLVector4a& getColumn(const U32 column) const;

    /////////////////////////
    // Matrix modification
    /////////////////////////

    // Set this matrix to the product of lhs and rhs ( this = lhs * rhs )
    void setMul( const LLMatrix3a& lhs, const LLMatrix3a& rhs );

    // Set this matrix to the transpose of src
    inline void setTranspose(const LLMatrix3a& src);

    // Set this matrix to a*w + b*(1-w)
    inline void setLerp(const LLMatrix3a& a, const LLMatrix3a& b, F32 w);

    /////////////////////////
    // Matrix inspection
    /////////////////////////

    // Sets all 4 elements in 'dest' to the determinant of this matrix.
    // If you will be using the determinant in subsequent ops with LLVector4a, use this version
    inline void getDeterminant( LLVector4a& dest ) const;

    // Returns the determinant as an LLSimdScalar. Use this if you will be using the determinant
    // primary for scalar operations.
    inline LLSimdScalar getDeterminant() const;

    // Returns nonzero if rows 0-2 and colums 0-2 contain no NaN or INF values. Row 3 is ignored
    inline LLBool32 isFinite() const;

    // Returns true if this matrix is equal to 'rhs' up to 'tolerance'
    inline bool isApproximatelyEqual( const LLMatrix3a& rhs, F32 tolerance = F_APPROXIMATELY_ZERO ) const;

protected:

    LL_ALIGN_16(LLVector4a mColumns[3]);

};

class LLRotation : public LLMatrix3a
{
public:

    LLRotation() {}

    // Returns true if this rotation is orthonormal with det ~= 1
    inline bool isOkRotation() const;
};

#endif