| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 | //-----------------------------------------------------------------------------// 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;}
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