llv4matrix4.h
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- /**
- * @file llviewerjointmesh.cpp
- * @brief LLV4* class header file - vector processor enabled math
- *
- * $LicenseInfo:firstyear=2007&license=viewergpl$
- *
- * Copyright (c) 2007-2010, 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_LLV4MATRIX4_H
- #define LL_LLV4MATRIX4_H
- #include "llv4math.h"
- #include "llv4matrix3.h" // just for operator LLV4Matrix3()
- #include "llv4vector3.h"
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // LLV4Matrix4
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- LL_LLV4MATH_ALIGN_PREFIX
- class LLV4Matrix4
- {
- public:
- union {
- F32 mMatrix[LLV4_NUM_AXIS][LLV4_NUM_AXIS];
- V4F32 mV[LLV4_NUM_AXIS];
- };
- void lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w);
- void multiply(const LLVector3 &a, LLVector3& o) const;
- void multiply(const LLVector3 &a, LLV4Vector3& o) const;
- const LLV4Matrix4& transpose();
- const LLV4Matrix4& translate(const LLVector3 &vec);
- const LLV4Matrix4& translate(const LLV4Vector3 &vec);
- const LLV4Matrix4& operator=(const LLMatrix4& a);
- operator LLMatrix4() const { return *(reinterpret_cast<const LLMatrix4*>(const_cast<const F32*>(&mMatrix[0][0]))); }
- operator LLV4Matrix3() const { return *(reinterpret_cast<const LLV4Matrix3*>(const_cast<const F32*>(&mMatrix[0][0]))); }
-
- friend LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b);
- }
- LL_LLV4MATH_ALIGN_POSTFIX;
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // LLV4Matrix4 - SSE
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- #if LL_VECTORIZE
- inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w)
- {
- __m128 vw = _mm_set1_ps(w);
- mV[VX] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VX], a.mV[VX]), vw), a.mV[VX]); // ( b - a ) * w + a
- mV[VY] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VY], a.mV[VY]), vw), a.mV[VY]);
- mV[VZ] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VZ], a.mV[VZ]), vw), a.mV[VZ]);
- mV[VW] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VW], a.mV[VW]), vw), a.mV[VW]);
- }
- inline void LLV4Matrix4::multiply(const LLVector3 &a, LLVector3& o) const
- {
- LLV4Vector3 j;
- j.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw
- j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
- j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
- o.setVec(j.mV);
- }
- inline void LLV4Matrix4::multiply(const LLVector3 &a, LLV4Vector3& o) const
- {
- o.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
- o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
- }
- inline const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec)
- {
- mV[VW] = _mm_add_ps(mV[VW], vec.v);
- return (*this);
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // LLV4Matrix4
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- #else
- inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w)
- {
- mMatrix[VX][VX] = llv4lerp(a.mMatrix[VX][VX], b.mMatrix[VX][VX], w);
- mMatrix[VX][VY] = llv4lerp(a.mMatrix[VX][VY], b.mMatrix[VX][VY], w);
- mMatrix[VX][VZ] = llv4lerp(a.mMatrix[VX][VZ], b.mMatrix[VX][VZ], w);
- mMatrix[VY][VX] = llv4lerp(a.mMatrix[VY][VX], b.mMatrix[VY][VX], w);
- mMatrix[VY][VY] = llv4lerp(a.mMatrix[VY][VY], b.mMatrix[VY][VY], w);
- mMatrix[VY][VZ] = llv4lerp(a.mMatrix[VY][VZ], b.mMatrix[VY][VZ], w);
- mMatrix[VZ][VX] = llv4lerp(a.mMatrix[VZ][VX], b.mMatrix[VZ][VX], w);
- mMatrix[VZ][VY] = llv4lerp(a.mMatrix[VZ][VY], b.mMatrix[VZ][VY], w);
- mMatrix[VZ][VZ] = llv4lerp(a.mMatrix[VZ][VZ], b.mMatrix[VZ][VZ], w);
- mMatrix[VW][VX] = llv4lerp(a.mMatrix[VW][VX], b.mMatrix[VW][VX], w);
- mMatrix[VW][VY] = llv4lerp(a.mMatrix[VW][VY], b.mMatrix[VW][VY], w);
- mMatrix[VW][VZ] = llv4lerp(a.mMatrix[VW][VZ], b.mMatrix[VW][VZ], w);
- }
- inline void LLV4Matrix4::multiply(const LLVector3 &a, LLVector3& o) const
- {
- o.setVec( a.mV[VX] * mMatrix[VX][VX] +
- a.mV[VY] * mMatrix[VY][VX] +
- a.mV[VZ] * mMatrix[VZ][VX] +
- mMatrix[VW][VX],
-
- a.mV[VX] * mMatrix[VX][VY] +
- a.mV[VY] * mMatrix[VY][VY] +
- a.mV[VZ] * mMatrix[VZ][VY] +
- mMatrix[VW][VY],
-
- a.mV[VX] * mMatrix[VX][VZ] +
- a.mV[VY] * mMatrix[VY][VZ] +
- a.mV[VZ] * mMatrix[VZ][VZ] +
- mMatrix[VW][VZ]);
- }
- inline void LLV4Matrix4::multiply(const LLVector3 &a, LLV4Vector3& o) const
- {
- o.setVec( a.mV[VX] * mMatrix[VX][VX] +
- a.mV[VY] * mMatrix[VY][VX] +
- a.mV[VZ] * mMatrix[VZ][VX] +
- mMatrix[VW][VX],
-
- a.mV[VX] * mMatrix[VX][VY] +
- a.mV[VY] * mMatrix[VY][VY] +
- a.mV[VZ] * mMatrix[VZ][VY] +
- mMatrix[VW][VY],
-
- a.mV[VX] * mMatrix[VX][VZ] +
- a.mV[VY] * mMatrix[VY][VZ] +
- a.mV[VZ] * mMatrix[VZ][VZ] +
- mMatrix[VW][VZ]);
- }
- inline const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec)
- {
- mMatrix[3][0] += vec.mV[0];
- mMatrix[3][1] += vec.mV[1];
- mMatrix[3][2] += vec.mV[2];
- return (*this);
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // LLV4Matrix4
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- #endif
- inline const LLV4Matrix4& LLV4Matrix4::operator=(const LLMatrix4& a)
- {
- memcpy(mMatrix, a.mMatrix, sizeof(F32) * 16 );
- return *this;
- }
- inline const LLV4Matrix4& LLV4Matrix4::transpose()
- {
- #if LL_VECTORIZE && defined(_MM_TRANSPOSE4_PS)
- _MM_TRANSPOSE4_PS(mV[VX], mV[VY], mV[VZ], mV[VW]);
- #else
- LLV4Matrix4 mat;
- mat.mMatrix[0][0] = mMatrix[0][0];
- mat.mMatrix[1][0] = mMatrix[0][1];
- mat.mMatrix[2][0] = mMatrix[0][2];
- mat.mMatrix[3][0] = mMatrix[0][3];
- mat.mMatrix[0][1] = mMatrix[1][0];
- mat.mMatrix[1][1] = mMatrix[1][1];
- mat.mMatrix[2][1] = mMatrix[1][2];
- mat.mMatrix[3][1] = mMatrix[1][3];
- mat.mMatrix[0][2] = mMatrix[2][0];
- mat.mMatrix[1][2] = mMatrix[2][1];
- mat.mMatrix[2][2] = mMatrix[2][2];
- mat.mMatrix[3][2] = mMatrix[2][3];
- mat.mMatrix[0][3] = mMatrix[3][0];
- mat.mMatrix[1][3] = mMatrix[3][1];
- mat.mMatrix[2][3] = mMatrix[3][2];
- mat.mMatrix[3][3] = mMatrix[3][3];
- *this = mat;
- #endif
- return *this;
- }
- inline const LLV4Matrix4& LLV4Matrix4::translate(const LLVector3 &vec)
- {
- mMatrix[3][0] += vec.mV[0];
- mMatrix[3][1] += vec.mV[1];
- mMatrix[3][2] += vec.mV[2];
- return (*this);
- }
- inline LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b)
- {
- return LLVector3(a.mV[VX] * b.mMatrix[VX][VX] +
- a.mV[VY] * b.mMatrix[VY][VX] +
- a.mV[VZ] * b.mMatrix[VZ][VX] +
- b.mMatrix[VW][VX],
-
- a.mV[VX] * b.mMatrix[VX][VY] +
- a.mV[VY] * b.mMatrix[VY][VY] +
- a.mV[VZ] * b.mMatrix[VZ][VY] +
- b.mMatrix[VW][VY],
-
- a.mV[VX] * b.mMatrix[VX][VZ] +
- a.mV[VY] * b.mMatrix[VY][VZ] +
- a.mV[VZ] * b.mMatrix[VZ][VZ] +
- b.mMatrix[VW][VZ]);
- }
- #endif