matrixSet.cpp 2.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "math/util/matrixSet.h"
  24. MatrixSet::MatrixSet()
  25. {
  26. // [9/4/2009 Pat] Until we get better control over heap allocations in Torque
  27. // this class will provide a place where aligned/specalized matrix math can take place.
  28. // We should be able to plug in any kind of platform-specific optimization
  29. // behind the delgates.
  30. AssertFatal( ((intptr_t)this & 0xF) == 0, "MatrixSet has been allocated off a 16-byte boundary!" );
  31. // Must be initialized by name, not a for(), it's macro magic
  32. MATRIX_SET_BIND_VALUE(ObjectToWorld);
  33. MATRIX_SET_BIND_VALUE(WorldToCamera);
  34. MATRIX_SET_BIND_VALUE(CameraToScreen);
  35. MATRIX_SET_BIND_VALUE(ObjectToCamera);
  36. MATRIX_SET_BIND_VALUE(WorldToObject);
  37. MATRIX_SET_BIND_VALUE(CameraToWorld);
  38. MATRIX_SET_BIND_VALUE(ObjectToScreen);
  39. MATRIX_SET_BIND_VALUE(CameraToObject);
  40. MATRIX_SET_BIND_VALUE(WorldToScreen);
  41. MATRIX_SET_BIND_VALUE(SceneView);
  42. MATRIX_SET_BIND_VALUE(SceneProjection);
  43. mViewSource = NULL;
  44. mProjectionSource = NULL;
  45. }