/indra/llmath/llmatrix4a.h
C++ Header | 143 lines | 94 code | 23 blank | 26 comment | 0 complexity | 7aa5e5cd368ef02f4407051f594ca5b9 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file llmatrix4a.h
- * @brief LLMatrix4a class header file - memory aligned and vectorized 4x4 matrix
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * 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_LLMATRIX4A_H
- #define LL_LLMATRIX4A_H
- #include "llvector4a.h"
- #include "m4math.h"
- #include "m3math.h"
- class LLMatrix4a
- {
- public:
- LLVector4a mMatrix[4];
- inline void clear()
- {
- mMatrix[0].clear();
- mMatrix[1].clear();
- mMatrix[2].clear();
- mMatrix[3].clear();
- }
- inline void loadu(const LLMatrix4& src)
- {
- mMatrix[0] = _mm_loadu_ps(src.mMatrix[0]);
- mMatrix[1] = _mm_loadu_ps(src.mMatrix[1]);
- mMatrix[2] = _mm_loadu_ps(src.mMatrix[2]);
- mMatrix[3] = _mm_loadu_ps(src.mMatrix[3]);
-
- }
- inline void loadu(const LLMatrix3& src)
- {
- mMatrix[0].load3(src.mMatrix[0]);
- mMatrix[1].load3(src.mMatrix[1]);
- mMatrix[2].load3(src.mMatrix[2]);
- mMatrix[3].set(0,0,0,1.f);
- }
- inline void add(const LLMatrix4a& rhs)
- {
- mMatrix[0].add(rhs.mMatrix[0]);
- mMatrix[1].add(rhs.mMatrix[1]);
- mMatrix[2].add(rhs.mMatrix[2]);
- mMatrix[3].add(rhs.mMatrix[3]);
- }
- inline void setRows(const LLVector4a& r0, const LLVector4a& r1, const LLVector4a& r2)
- {
- mMatrix[0] = r0;
- mMatrix[1] = r1;
- mMatrix[2] = r2;
- }
- inline void setMul(const LLMatrix4a& m, const F32 s)
- {
- mMatrix[0].setMul(m.mMatrix[0], s);
- mMatrix[1].setMul(m.mMatrix[1], s);
- mMatrix[2].setMul(m.mMatrix[2], s);
- mMatrix[3].setMul(m.mMatrix[3], s);
- }
- inline void setLerp(const LLMatrix4a& a, const LLMatrix4a& b, F32 w)
- {
- LLVector4a d0,d1,d2,d3;
- d0.setSub(b.mMatrix[0], a.mMatrix[0]);
- d1.setSub(b.mMatrix[1], a.mMatrix[1]);
- d2.setSub(b.mMatrix[2], a.mMatrix[2]);
- d3.setSub(b.mMatrix[3], a.mMatrix[3]);
- // this = a + d*w
-
- d0.mul(w);
- d1.mul(w);
- d2.mul(w);
- d3.mul(w);
- mMatrix[0].setAdd(a.mMatrix[0],d0);
- mMatrix[1].setAdd(a.mMatrix[1],d1);
- mMatrix[2].setAdd(a.mMatrix[2],d2);
- mMatrix[3].setAdd(a.mMatrix[3],d3);
- }
- inline void rotate(const LLVector4a& v, LLVector4a& res)
- {
- res = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
- res.mul(mMatrix[0]);
-
- LLVector4a y;
- y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
- y.mul(mMatrix[1]);
- LLVector4a z;
- z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
- z.mul(mMatrix[2]);
- res.add(y);
- res.add(z);
- }
- inline void affineTransform(const LLVector4a& v, LLVector4a& res)
- {
- LLVector4a x,y,z;
- x = _mm_shuffle_ps(v, v, _MM_SHUFFLE(0, 0, 0, 0));
- y = _mm_shuffle_ps(v, v, _MM_SHUFFLE(1, 1, 1, 1));
- z = _mm_shuffle_ps(v, v, _MM_SHUFFLE(2, 2, 2, 2));
-
- x.mul(mMatrix[0]);
- y.mul(mMatrix[1]);
- z.mul(mMatrix[2]);
- x.add(y);
- z.add(mMatrix[3]);
- res.setAdd(x,z);
- }
- };
- #endif