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/indra/llmath/llmatrix3a.inl

https://bitbucket.org/lindenlab/viewer-beta/
C++ Header | 119 lines | 77 code | 17 blank | 25 comment | 5 complexity | 8423d02c715f872316696d299e9ff13c MD5 | raw file
Possible License(s): LGPL-2.1
  1. /**
  2. * @file llmatrix3a.inl
  3. * @brief LLMatrix3a inline definitions
  4. *
  5. * $LicenseInfo:firstyear=2010&license=viewerlgpl$
  6. * Second Life Viewer Source Code
  7. * Copyright (C) 2010, Linden Research, Inc.
  8. *
  9. * This library is free software; you can redistribute it and/or
  10. * modify it under the terms of the GNU Lesser General Public
  11. * License as published by the Free Software Foundation;
  12. * version 2.1 of the License only.
  13. *
  14. * This library is distributed in the hope that it will be useful,
  15. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  16. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  17. * Lesser General Public License for more details.
  18. *
  19. * You should have received a copy of the GNU Lesser General Public
  20. * License along with this library; if not, write to the Free Software
  21. * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
  22. *
  23. * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
  24. * $/LicenseInfo$
  25. */
  26. #include "llmatrix3a.h"
  27. #include "m3math.h"
  28. inline LLMatrix3a::LLMatrix3a( const LLVector4a& c0, const LLVector4a& c1, const LLVector4a& c2 )
  29. {
  30. setColumns( c0, c1, c2 );
  31. }
  32. inline void LLMatrix3a::loadu(const LLMatrix3& src)
  33. {
  34. mColumns[0].load3(src.mMatrix[0]);
  35. mColumns[1].load3(src.mMatrix[1]);
  36. mColumns[2].load3(src.mMatrix[2]);
  37. }
  38. inline void LLMatrix3a::setRows(const LLVector4a& r0, const LLVector4a& r1, const LLVector4a& r2)
  39. {
  40. mColumns[0] = r0;
  41. mColumns[1] = r1;
  42. mColumns[2] = r2;
  43. setTranspose( *this );
  44. }
  45. inline void LLMatrix3a::setColumns(const LLVector4a& c0, const LLVector4a& c1, const LLVector4a& c2)
  46. {
  47. mColumns[0] = c0;
  48. mColumns[1] = c1;
  49. mColumns[2] = c2;
  50. }
  51. inline void LLMatrix3a::setTranspose(const LLMatrix3a& src)
  52. {
  53. const LLQuad srcCol0 = src.mColumns[0];
  54. const LLQuad srcCol1 = src.mColumns[1];
  55. const LLQuad unpacklo = _mm_unpacklo_ps( srcCol0, srcCol1 );
  56. mColumns[0] = _mm_movelh_ps( unpacklo, src.mColumns[2] );
  57. mColumns[1] = _mm_shuffle_ps( _mm_movehl_ps( srcCol0, unpacklo ), src.mColumns[2], _MM_SHUFFLE(0, 1, 1, 0) );
  58. mColumns[2] = _mm_shuffle_ps( _mm_unpackhi_ps( srcCol0, srcCol1 ), src.mColumns[2], _MM_SHUFFLE(0, 2, 1, 0) );
  59. }
  60. inline const LLVector4a& LLMatrix3a::getColumn(const U32 column) const
  61. {
  62. llassert( column < 3 );
  63. return mColumns[column];
  64. }
  65. inline void LLMatrix3a::setLerp(const LLMatrix3a& a, const LLMatrix3a& b, F32 w)
  66. {
  67. mColumns[0].setLerp( a.mColumns[0], b.mColumns[0], w );
  68. mColumns[1].setLerp( a.mColumns[1], b.mColumns[1], w );
  69. mColumns[2].setLerp( a.mColumns[2], b.mColumns[2], w );
  70. }
  71. inline LLBool32 LLMatrix3a::isFinite() const
  72. {
  73. return mColumns[0].isFinite3() && mColumns[1].isFinite3() && mColumns[2].isFinite3();
  74. }
  75. inline void LLMatrix3a::getDeterminant( LLVector4a& dest ) const
  76. {
  77. LLVector4a col1xcol2; col1xcol2.setCross3( mColumns[1], mColumns[2] );
  78. dest.setAllDot3( col1xcol2, mColumns[0] );
  79. }
  80. inline LLSimdScalar LLMatrix3a::getDeterminant() const
  81. {
  82. LLVector4a col1xcol2; col1xcol2.setCross3( mColumns[1], mColumns[2] );
  83. return col1xcol2.dot3( mColumns[0] );
  84. }
  85. inline bool LLMatrix3a::isApproximatelyEqual( const LLMatrix3a& rhs, F32 tolerance /*= F_APPROXIMATELY_ZERO*/ ) const
  86. {
  87. return rhs.getColumn(0).equals3(mColumns[0], tolerance)
  88. && rhs.getColumn(1).equals3(mColumns[1], tolerance)
  89. && rhs.getColumn(2).equals3(mColumns[2], tolerance);
  90. }
  91. inline const LLMatrix3a& LLMatrix3a::getIdentity()
  92. {
  93. extern const LLMatrix3a LL_M3A_IDENTITY;
  94. return LL_M3A_IDENTITY;
  95. }
  96. inline bool LLRotation::isOkRotation() const
  97. {
  98. LLMatrix3a transpose; transpose.setTranspose( *this );
  99. LLMatrix3a product; product.setMul( *this, transpose );
  100. LLSimdScalar detMinusOne = getDeterminant() - 1.f;
  101. return product.isApproximatelyEqual( LLMatrix3a::getIdentity() ) && (detMinusOne.getAbs() < F_APPROXIMATELY_ZERO);
  102. }