//----------------------------------------------------------------------------- // 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; }