//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#include "platform/platform.h"
#include "math/util/matrixSet.h"


MatrixSet::MatrixSet()
{
   // [9/4/2009 Pat] Until we get better control over heap allocations in Torque
   // this class will provide a place where aligned/specalized matrix math can take place.
   // We should be able to plug in any kind of platform-specific optimization 
   // behind the delgates.
   AssertFatal( ((intptr_t)this & 0xF) == 0, "MatrixSet has been allocated off a 16-byte boundary!" );

   // Must be initialized by name, not a for(), it's macro magic
   MATRIX_SET_BIND_VALUE(ObjectToWorld);
   MATRIX_SET_BIND_VALUE(WorldToCamera);
   MATRIX_SET_BIND_VALUE(CameraToScreen);
   MATRIX_SET_BIND_VALUE(ObjectToCamera);
   MATRIX_SET_BIND_VALUE(WorldToObject);
   MATRIX_SET_BIND_VALUE(CameraToWorld);
   MATRIX_SET_BIND_VALUE(ObjectToScreen);
   MATRIX_SET_BIND_VALUE(CameraToObject);
   MATRIX_SET_BIND_VALUE(WorldToScreen);
   MATRIX_SET_BIND_VALUE(SceneView);
   MATRIX_SET_BIND_VALUE(SceneProjection);

   mViewSource = NULL;
   mProjectionSource = NULL;
}
