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Renamed Matrix and Quaternion::inverse to Inverse

cib 12 лет назад
Родитель
Сommit
be25d4ac49

+ 1 - 1
Core/Contents/Include/PolyMatrix4.h

@@ -282,7 +282,7 @@ namespace Polycode {
 			/**
 			* Returns the inverse of the matrix.
 			*/
-			Matrix4 inverse() const;
+			Matrix4 Inverse() const;
 			
 			/**
 			* Returns the affine inverse of the matrix.

+ 1 - 1
Core/Contents/Include/PolyQuaternion.h

@@ -194,7 +194,7 @@ namespace Polycode {
 				this->z = z;												
 			}
 			
-			Quaternion inverse() {
+			Quaternion Inverse() {
 				Number fNorm = w*w+x*x+y*y+z*z;
 				Number fInvNorm = 1.0/fNorm;
 				return Quaternion(w*fInvNorm,-x*fInvNorm,-y*fInvNorm,-z*fInvNorm);

+ 1 - 1
Core/Contents/Source/PolyCamera.cpp

@@ -399,6 +399,6 @@ void Camera::doCameraTransform() {
 
 	Matrix4 camMatrix = getConcatenatedMatrix();
 	CoreServices::getInstance()->getRenderer()->setCameraMatrix(camMatrix);	
-	camMatrix = camMatrix.inverse();
+	camMatrix = camMatrix.Inverse();
 	CoreServices::getInstance()->getRenderer()->multModelviewMatrix(camMatrix);		
 }

+ 2 - 2
Core/Contents/Source/PolyEntity.cpp

@@ -433,8 +433,8 @@ void Entity::transformAndRender() {
 		
 	renderer->pushMatrix();
 	if(ignoreParentMatrix && parentEntity) {
-		renderer->multModelviewMatrix(parentEntity->getConcatenatedMatrix().inverse());
-//		renderer->setCurrentModelMatrix(parentEntity->getConcatenatedMatrix().inverse());
+		renderer->multModelviewMatrix(parentEntity->getConcatenatedMatrix().Inverse());
+//		renderer->setCurrentModelMatrix(parentEntity->getConcatenatedMatrix().Inverse());
 	}
 
 		renderer->multModelviewMatrix(transformMatrix);

+ 1 - 1
Core/Contents/Source/PolyGLES1Renderer.cpp

@@ -132,7 +132,7 @@ bool OpenGLES1Renderer::test2DCoordinate(Number x, Number y, Poly::Polygon *poly
 	GLfloat nearPlane[3],farPlane[3];
 	
 	GLfloat mv[16];
-	Matrix4 camInverse = cameraMatrix.inverse();	
+	Matrix4 camInverse = cameraMatrix.Inverse();	
 	Matrix4 cmv;
 	cmv.identity();
 	cmv = cmv * camInverse;

+ 1 - 1
Core/Contents/Source/PolyGLRenderer.cpp

@@ -243,7 +243,7 @@ Vector3 OpenGLRenderer::projectRayFrom2DCoordinate(Number x, Number y) {
 	GLdouble nearPlane[3],farPlane[3];
 	
 	GLdouble mv[16];
-	Matrix4 camInverse = cameraMatrix.inverse();	
+	Matrix4 camInverse = cameraMatrix.Inverse();	
 	Matrix4 cmv;
 	cmv.identity();
 	cmv = cmv * camInverse;

+ 3 - 3
Core/Contents/Source/PolyGLSLShaderModule.cpp

@@ -269,7 +269,7 @@ bool GLSLShaderModule::applyShaderMaterial(Renderer *renderer, Material *materia
 		LightInfo light;
 		if(i < numRendererAreaLights) {
 			light = areaLights[i];
-			light.position = renderer->getCameraMatrix().inverse() * light.position;
+			light.position = renderer->getCameraMatrix().Inverse() * light.position;
 			ambientVal[0] = renderer->ambientColor.r;
 			ambientVal[1] = renderer->ambientColor.g;
 			ambientVal[2] = renderer->ambientColor.b;										
@@ -319,8 +319,8 @@ bool GLSLShaderModule::applyShaderMaterial(Renderer *renderer, Material *materia
 			light = spotLights[i];
 			pos = light.position;
 			dir = light.dir;						
-			pos = renderer->getCameraMatrix().inverse() * pos;
-			dir = renderer->getCameraMatrix().inverse().rotateVector(dir);
+			pos = renderer->getCameraMatrix().Inverse() * pos;
+			dir = renderer->getCameraMatrix().Inverse().rotateVector(dir);
 			
 			ambientVal[0] = renderer->ambientColor.r;
 			ambientVal[1] = renderer->ambientColor.g;

+ 1 - 1
Core/Contents/Source/PolyMatrix4.cpp

@@ -36,7 +36,7 @@ Matrix4::Matrix4(const Number *m) {
 	memcpy(ml, m, sizeof(Number)*16);
 }
 
-Matrix4 Matrix4::inverse() const
+Matrix4 Matrix4::Inverse() const
 {
 	Number m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3];
 	Number m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3];

+ 2 - 2
Core/Contents/Source/PolyRenderer.cpp

@@ -103,7 +103,7 @@ bool Renderer::test2DCoordinateInPolygon(Number x, Number y, Polycode::Polygon *
 	Matrix4 fullMatrix = matrix;
 	
 	if(billboardMode) {
-		Matrix4 camInverse = cameraMatrix.inverse();
+		Matrix4 camInverse = cameraMatrix.Inverse();
 		fullMatrix = fullMatrix * camInverse;
 		
 		fullMatrix.m[0][0] = 1;
@@ -230,7 +230,7 @@ void Renderer::addShaderModule(PolycodeShaderModule *module) {
 void Renderer::sortLights(){
 
 	sorter.basePosition = (getModelviewMatrix()).getPosition();
-	sorter.cameraMatrix = getCameraMatrix().inverse();	
+	sorter.cameraMatrix = getCameraMatrix().Inverse();	
 	sort (areaLights.begin(), areaLights.end(), sorter);
 	sort (spotLights.begin(), spotLights.end(), sorter);	
 }

+ 8 - 8
Core/Contents/Source/PolyScreenEntity.cpp

@@ -368,7 +368,7 @@ MouseEventResult ScreenEntity::_onMouseMove(Number x, Number y, int timestamp, V
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);				
 				
 		if(parentEntity) {
-			Matrix4 inverse = ((ScreenEntity*)parentEntity)->getScreenConcatenatedMatrix().inverse();
+			Matrix4 inverse = ((ScreenEntity*)parentEntity)->getScreenConcatenatedMatrix().Inverse();
 			localCoordinate = inverse * localCoordinate;		
 		}
 	
@@ -396,7 +396,7 @@ MouseEventResult ScreenEntity::_onMouseMove(Number x, Number y, int timestamp, V
 	
 	
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);		
-		Matrix4 inverse = getConcatenatedMatrix().inverse();
+		Matrix4 inverse = getConcatenatedMatrix().Inverse();
 		localCoordinate = inverse * localCoordinate;
 		if(positionMode == POSITION_TOPLEFT)
 			localCoordinate.x += hit.w/2.0;
@@ -425,7 +425,7 @@ MouseEventResult ScreenEntity::_onMouseMove(Number x, Number y, int timestamp, V
 		if(mouseOver) {
 		
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);		
-		Matrix4 inverse = getConcatenatedMatrix().inverse();
+		Matrix4 inverse = getConcatenatedMatrix().Inverse();
 		localCoordinate = inverse * localCoordinate;
 		if(positionMode == POSITION_TOPLEFT)
 			localCoordinate.x += hit.w/2.0;
@@ -466,7 +466,7 @@ MouseEventResult ScreenEntity::_onMouseUp(Number x, Number y, int mouseButton, i
 	if(hitTest(x+parentAdjust.x,y+parentAdjust.y)) {
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);
 		
-		Matrix4 inverse = getConcatenatedMatrix().inverse();
+		Matrix4 inverse = getConcatenatedMatrix().Inverse();
 		localCoordinate = inverse * localCoordinate;
 		if(positionMode == POSITION_TOPLEFT)
 			localCoordinate.x += hit.w/2.0;
@@ -487,7 +487,7 @@ MouseEventResult ScreenEntity::_onMouseUp(Number x, Number y, int mouseButton, i
 	} else {
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);
 		
-		Matrix4 inverse = getConcatenatedMatrix().inverse();
+		Matrix4 inverse = getConcatenatedMatrix().Inverse();
 		localCoordinate = inverse * localCoordinate;
 		if(positionMode == POSITION_TOPLEFT)
 			localCoordinate.x += hit.w/2.0;
@@ -528,7 +528,7 @@ MouseEventResult ScreenEntity::_onMouseWheelUp(Number x, Number y, int timestamp
 	if(hitTest(x+parentAdjust.x,y+parentAdjust.y)) {
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);
 		
-		Matrix4 inverse = getConcatenatedMatrix().inverse();
+		Matrix4 inverse = getConcatenatedMatrix().Inverse();
 		localCoordinate = inverse * localCoordinate;
 		if(positionMode == POSITION_TOPLEFT)
 			localCoordinate.x += hit.w/2.0;
@@ -573,7 +573,7 @@ MouseEventResult ScreenEntity::_onMouseWheelDown(Number x, Number y, int timesta
 	if(hitTest(x+parentAdjust.x,y+parentAdjust.y)) {
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);
 		
-		Matrix4 inverse = getConcatenatedMatrix().inverse();
+		Matrix4 inverse = getConcatenatedMatrix().Inverse();
 		localCoordinate = inverse * localCoordinate;
 		if(positionMode == POSITION_TOPLEFT)
 			localCoordinate.x += hit.w/2.0;
@@ -621,7 +621,7 @@ MouseEventResult ScreenEntity::_onMouseDown(Number x, Number y, int mouseButton,
 	if(hitTest(x+parentAdjust.x,y+parentAdjust.y)) {
 		Vector3 localCoordinate = Vector3(x+(parentAdjust.x*2.0),y+(parentAdjust.y*2.0),0);
 		
-		Matrix4 inverse = getConcatenatedMatrix().inverse();
+		Matrix4 inverse = getConcatenatedMatrix().Inverse();
 		localCoordinate = inverse * localCoordinate;
 		if(positionMode == POSITION_TOPLEFT)
 			localCoordinate.x += hit.w/2.0;

+ 3 - 3
IDE/Contents/Source/PolycodeScreenEditor.cpp

@@ -977,7 +977,7 @@ void PolycodeScreenEditorMain::handleMouseMove(Vector2 position) {
 					for(int i=0; i < selectedEntities.size(); i++) {
 						Vector3 v3Center = Vector3(groupCenterPoint.x,groupCenterPoint.y,0.0);
 						
-						Vector3 v3CenterRelative = selectedEntities[i]->getParentEntity()->getConcatenatedMatrixRelativeTo(baseEntity).inverse() * v3Center;	
+						Vector3 v3CenterRelative = selectedEntities[i]->getParentEntity()->getConcatenatedMatrixRelativeTo(baseEntity).Inverse() * v3Center;	
 						
 						selectedEntities[i]->setRotation(baseRotateAngles[i] - (TODEGREES * (newAngle-baseAngle)));						
 						
@@ -1040,9 +1040,9 @@ void PolycodeScreenEditorMain::handleMouseMove(Vector2 position) {
 					Vector3 trans3 = Vector3(trans.x, trans.y, 0.0);
 				
 					Vector3 trans3_a = baseEntity->getConcatenatedMatrix() * trans3;				
-					Vector3 trans3_b = selectedEntities[i]->getParentEntity()->getConcatenatedMatrix().inverse() * trans3_a;
+					Vector3 trans3_b = selectedEntities[i]->getParentEntity()->getConcatenatedMatrix().Inverse() * trans3_a;
 				
-					trans3_b = trans3_b - selectedEntities[i]->getParentEntity()->getConcatenatedMatrixRelativeTo(baseEntity).inverse().getPosition();
+					trans3_b = trans3_b - selectedEntities[i]->getParentEntity()->getConcatenatedMatrixRelativeTo(baseEntity).Inverse().getPosition();
 					
 				
 					Vector2 newPosition = Vector2(baseEntityPositions[i].x + trans3_b.x, baseEntityPositions[i].y + trans3_b.y);

+ 3 - 3
Modules/Contents/CgShading/Source/PolyCGShaderModule.cpp

@@ -124,7 +124,7 @@ void CGShaderModule::setCGAreaLightPositionParameter(Renderer *renderer, CGProgr
 	if(renderer->getNumAreaLights() > lightIndex) {
 		vector<LightInfo> areaLights = renderer->getAreaLights();			
 		Vector3 lPos(areaLights[lightIndex].position.x,areaLights[lightIndex].position.y,areaLights[lightIndex].position.z);
-		lPos = renderer->getCameraMatrix().inverse() * lPos;
+		lPos = renderer->getCameraMatrix().Inverse() * lPos;
 		cgGLSetParameter4f(param.cgParam, lPos.x,lPos.y,lPos.z, areaLights[lightIndex].distance);
 	} else {
 		cgGLSetParameter4f(param.cgParam, 0,0,0,0);
@@ -135,7 +135,7 @@ void CGShaderModule::setCGSpotLightPositionParameter(Renderer *renderer, CGProgr
 	if(renderer->getNumSpotLights() > lightIndex) {
 		vector<LightInfo> spotLights = renderer->getSpotLights();		
 		Vector3 lPos(spotLights[lightIndex].position.x,spotLights[lightIndex].position.y,spotLights[lightIndex].position.z);
-		lPos = renderer->getCameraMatrix().inverse() * lPos;
+		lPos = renderer->getCameraMatrix().Inverse() * lPos;
 		cgGLSetParameter4f(param.cgParam, lPos.x,lPos.y,lPos.z, spotLights[lightIndex].distance);
 	} else {
 		cgGLSetParameter4f(param.cgParam, 0,0,0,0);
@@ -146,7 +146,7 @@ void CGShaderModule::setCGSpotLightDirectionParameter(Renderer *renderer, CGProg
 	if(renderer->getNumSpotLights() > lightIndex) {
 		vector<LightInfo> spotLights = renderer->getSpotLights();		
 		Vector3 lPos(spotLights[lightIndex].dir.x,spotLights[lightIndex].dir.y,spotLights[lightIndex].dir.z);
-		lPos = renderer->getCameraMatrix().inverse().rotateVector(lPos);
+		lPos = renderer->getCameraMatrix().Inverse().rotateVector(lPos);
 		cgGLSetParameter3f(param.cgParam, lPos.x,lPos.y,lPos.z);
 	} else {
 		cgGLSetParameter3f(param.cgParam, 0.0f,0.0f,0.0f);

+ 2 - 2
Modules/Contents/GLSL/Source/PolyGLSLShaderModule.cpp

@@ -145,7 +145,7 @@ void GLSLShaderModule::setGLSLSpotLightPositionParameter(Renderer *renderer, GLS
 	if(renderer->getNumSpotLights() > lightIndex) {
 		vector<LightInfo> spotLights = renderer->getSpotLights();		
 		Vector3 lPos(spotLights[lightIndex].position.x,spotLights[lightIndex].position.y,spotLights[lightIndex].position.z);
-		lPos = renderer->getCameraMatrix().inverse() * lPos;
+		lPos = renderer->getCameraMatrix().Inverse() * lPos;
 //		cgGLSetParameter4f(param.cgParam, lPos.x,lPos.y,lPos.z, spotLights[lightIndex].distance);
 	} else {
 //		cgGLSetParameter4f(param.cgParam, 0,0,0,0);
@@ -156,7 +156,7 @@ void GLSLShaderModule::setGLSLSpotLightDirectionParameter(Renderer *renderer, GL
 	if(renderer->getNumSpotLights() > lightIndex) {
 		vector<LightInfo> spotLights = renderer->getSpotLights();		
 		Vector3 lPos(spotLights[lightIndex].dir.x,spotLights[lightIndex].dir.y,spotLights[lightIndex].dir.z);
-		lPos = renderer->getCameraMatrix().inverse().rotateVector(lPos);
+		lPos = renderer->getCameraMatrix().Inverse().rotateVector(lPos);
 //		cgGLSetParameter3f(param.cgParam, lPos.x,lPos.y,lPos.z);
 	} else {
 //		cgGLSetParameter3f(param.cgParam, 0.0f,0.0f,0.0f);