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- //-----------------------------------------------------------------------------
- // 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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