Imported existing code
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226
indra/llmath/llv4matrix3.h
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226
indra/llmath/llv4matrix3.h
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/**
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* @file llviewerjointmesh.cpp
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* @brief LLV4* class header file - vector processor enabled math
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLV4MATRIX3_H
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#define LL_LLV4MATRIX3_H
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#include "llv4math.h"
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#include "llv4vector3.h"
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#include "m3math.h" // for operator LLMatrix3()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLV4Matrix3
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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LL_LLV4MATH_ALIGN_PREFIX
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class LLV4Matrix3
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{
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public:
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union {
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F32 mMatrix[LLV4_NUM_AXIS][LLV4_NUM_AXIS];
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V4F32 mV[LLV4_NUM_AXIS];
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};
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void lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w);
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void multiply(const LLVector3 &a, LLVector3& out) const;
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void multiply(const LLVector4 &a, LLV4Vector3& out) const;
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void multiply(const LLVector3 &a, LLV4Vector3& out) const;
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const LLV4Matrix3& transpose();
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const LLV4Matrix3& operator=(const LLMatrix3& a);
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operator LLMatrix3() const { return (reinterpret_cast<const LLMatrix4*>(const_cast<const F32*>(&mMatrix[0][0])))->getMat3(); }
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friend LLVector3 operator*(const LLVector3& a, const LLV4Matrix3& b);
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}
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LL_LLV4MATH_ALIGN_POSTFIX;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLV4Matrix3 - SSE
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#if LL_VECTORIZE
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inline void LLV4Matrix3::lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w)
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{
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__m128 vw = _mm_set1_ps(w);
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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
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mV[VY] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VY], a.mV[VY]), vw), a.mV[VY]);
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mV[VZ] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VZ], a.mV[VZ]), vw), a.mV[VZ]);
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}
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inline void LLV4Matrix3::multiply(const LLVector3 &a, LLVector3& o) const
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{
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LLV4Vector3 j;
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j.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ...
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j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
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j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
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o.setVec(j.mV);
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}
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inline void LLV4Matrix3::multiply(const LLVector4 &a, LLV4Vector3& o) const
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{
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o.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ...
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o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
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o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
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}
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inline void LLV4Matrix3::multiply(const LLVector3 &a, LLV4Vector3& o) const
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{
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o.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ...
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o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY]));
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o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ]));
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLV4Matrix3
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#else
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inline void LLV4Matrix3::lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w)
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{
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mMatrix[VX][VX] = llv4lerp(a.mMatrix[VX][VX], b.mMatrix[VX][VX], w);
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mMatrix[VX][VY] = llv4lerp(a.mMatrix[VX][VY], b.mMatrix[VX][VY], w);
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mMatrix[VX][VZ] = llv4lerp(a.mMatrix[VX][VZ], b.mMatrix[VX][VZ], w);
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mMatrix[VY][VX] = llv4lerp(a.mMatrix[VY][VX], b.mMatrix[VY][VX], w);
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mMatrix[VY][VY] = llv4lerp(a.mMatrix[VY][VY], b.mMatrix[VY][VY], w);
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mMatrix[VY][VZ] = llv4lerp(a.mMatrix[VY][VZ], b.mMatrix[VY][VZ], w);
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mMatrix[VZ][VX] = llv4lerp(a.mMatrix[VZ][VX], b.mMatrix[VZ][VX], w);
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mMatrix[VZ][VY] = llv4lerp(a.mMatrix[VZ][VY], b.mMatrix[VZ][VY], w);
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mMatrix[VZ][VZ] = llv4lerp(a.mMatrix[VZ][VZ], b.mMatrix[VZ][VZ], w);
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}
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inline void LLV4Matrix3::multiply(const LLVector3 &a, LLVector3& o) const
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{
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o.setVec( a.mV[VX] * mMatrix[VX][VX] +
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a.mV[VY] * mMatrix[VY][VX] +
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a.mV[VZ] * mMatrix[VZ][VX],
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a.mV[VX] * mMatrix[VX][VY] +
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a.mV[VY] * mMatrix[VY][VY] +
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a.mV[VZ] * mMatrix[VZ][VY],
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a.mV[VX] * mMatrix[VX][VZ] +
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a.mV[VY] * mMatrix[VY][VZ] +
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a.mV[VZ] * mMatrix[VZ][VZ]);
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}
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inline void LLV4Matrix3::multiply(const LLVector4 &a, LLV4Vector3& o) const
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{
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o.setVec( a.mV[VX] * mMatrix[VX][VX] +
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a.mV[VY] * mMatrix[VY][VX] +
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a.mV[VZ] * mMatrix[VZ][VX],
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a.mV[VX] * mMatrix[VX][VY] +
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a.mV[VY] * mMatrix[VY][VY] +
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a.mV[VZ] * mMatrix[VZ][VY],
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a.mV[VX] * mMatrix[VX][VZ] +
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a.mV[VY] * mMatrix[VY][VZ] +
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a.mV[VZ] * mMatrix[VZ][VZ]);
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}
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inline void LLV4Matrix3::multiply(const LLVector3 &a, LLV4Vector3& o) const
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{
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o.setVec( a.mV[VX] * mMatrix[VX][VX] +
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a.mV[VY] * mMatrix[VY][VX] +
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a.mV[VZ] * mMatrix[VZ][VX],
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a.mV[VX] * mMatrix[VX][VY] +
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a.mV[VY] * mMatrix[VY][VY] +
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a.mV[VZ] * mMatrix[VZ][VY],
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a.mV[VX] * mMatrix[VX][VZ] +
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a.mV[VY] * mMatrix[VY][VZ] +
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a.mV[VZ] * mMatrix[VZ][VZ]);
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLV4Matrix3
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#endif
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inline const LLV4Matrix3& LLV4Matrix3::transpose()
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{
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#if LL_VECTORIZE && defined(_MM_TRANSPOSE4_PS)
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_MM_TRANSPOSE4_PS(mV[VX], mV[VY], mV[VZ], mV[VW]);
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return *this;
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#else
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F32 temp;
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temp = mMatrix[VX][VY]; mMatrix[VX][VY] = mMatrix[VY][VX]; mMatrix[VY][VX] = temp;
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temp = mMatrix[VX][VZ]; mMatrix[VX][VZ] = mMatrix[VZ][VX]; mMatrix[VZ][VX] = temp;
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temp = mMatrix[VY][VZ]; mMatrix[VY][VZ] = mMatrix[VZ][VY]; mMatrix[VZ][VY] = temp;
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#endif
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return *this;
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}
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inline const LLV4Matrix3& LLV4Matrix3::operator=(const LLMatrix3& a)
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{
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memcpy(mMatrix[VX], a.mMatrix[VX], sizeof(F32) * 3 );
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memcpy(mMatrix[VY], a.mMatrix[VY], sizeof(F32) * 3 );
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memcpy(mMatrix[VZ], a.mMatrix[VZ], sizeof(F32) * 3 );
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return *this;
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}
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inline LLVector3 operator*(const LLVector3& a, const LLV4Matrix3& b)
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{
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return LLVector3(
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a.mV[VX] * b.mMatrix[VX][VX] +
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a.mV[VY] * b.mMatrix[VY][VX] +
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a.mV[VZ] * b.mMatrix[VZ][VX],
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a.mV[VX] * b.mMatrix[VX][VY] +
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a.mV[VY] * b.mMatrix[VY][VY] +
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a.mV[VZ] * b.mMatrix[VZ][VY],
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a.mV[VX] * b.mMatrix[VX][VZ] +
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a.mV[VY] * b.mMatrix[VY][VZ] +
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a.mV[VZ] * b.mMatrix[VZ][VZ] );
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}
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#endif
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