/** * @file llmatrix3a.h * @brief LLMatrix3a class header file - memory aligned and vectorized 3x3 matrix * * $LicenseInfo:firstyear=2010&license=viewergpl$ * * Copyright (C) 2010, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLMATRIX3A_H #define LL_LLMATRIX3A_H class LLMatrix3; ///////////////////////////// // 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 alignas(16) 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 LL_INLINE const LLMatrix3a& getIdentity(); LL_INLINE LLMatrix3a() {} // Ctor for setting by columns LL_INLINE LLMatrix3a(const LLVector4a& c0, const LLVector4a& c1, const LLVector4a& c2); // Loads from an LLMatrix3 LL_INLINE void loadu(const LLMatrix3& src); // Set rows LL_INLINE void setRows(const LLVector4a& r0, const LLVector4a& r1, const LLVector4a& r2); // Set columns LL_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 have been warned. LL_INLINE const LLVector4a& getColumn(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 LL_INLINE void setTranspose(const LLMatrix3a& src); // Set this matrix to a*w + b*(1-w) LL_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 LL_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. LL_INLINE LLSimdScalar getDeterminant() const; // Returns nonzero if rows 0-2 and colums 0-2 contain no NaN or INF values. // Row 3 is ignored LL_INLINE LLBool32 isFinite() const; // Returns true if this matrix is equal to 'rhs' up to 'tolerance' LL_INLINE bool isApproximatelyEqual(const LLMatrix3a& rhs, F32 tolerance = F_APPROXIMATELY_ZERO) const; protected: alignas(16) LLVector4a mColumns[3]; }; class alignas(16) LLRotation : public LLMatrix3a { public: LL_INLINE LLRotation() {} // Returns true if this rotation is orthonormal with det ~= 1 LL_INLINE bool isOkRotation() const; }; #endif