/indra/llmath/llmatrix3a.h
C++ Header | 128 lines | 30 code | 29 blank | 69 comment | 0 complexity | e0aadc2624b7e8dd9ce359c449caefae MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @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:
- LLVector4a mColumns[3];
- };
- class LLRotation : public LLMatrix3a
- {
- public:
-
- LLRotation() {}
-
- // Returns true if this rotation is orthonormal with det ~= 1
- inline bool isOkRotation() const;
- };
- #endif