matrixSet.cpp

Engine/source/math/util/matrixSet.cpp

More...

Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#include "platform/platform.h"
25#include "math/util/matrixSet.h"
26
27
28MatrixSet::MatrixSet()
29{
30   // [9/4/2009 Pat] Until we get better control over heap allocations in Torque
31   // this class will provide a place where aligned/specalized matrix math can take place.
32   // We should be able to plug in any kind of platform-specific optimization 
33   // behind the delgates.
34   AssertFatal( ((intptr_t)this & 0xF) == 0, "MatrixSet has been allocated off a 16-byte boundary!" );
35
36   // Must be initialized by name, not a for(), it's macro magic
37   MATRIX_SET_BIND_VALUE(ObjectToWorld);
38   MATRIX_SET_BIND_VALUE(WorldToCamera);
39   MATRIX_SET_BIND_VALUE(CameraToScreen);
40   MATRIX_SET_BIND_VALUE(ObjectToCamera);
41   MATRIX_SET_BIND_VALUE(WorldToObject);
42   MATRIX_SET_BIND_VALUE(CameraToWorld);
43   MATRIX_SET_BIND_VALUE(ObjectToScreen);
44   MATRIX_SET_BIND_VALUE(CameraToObject);
45   MATRIX_SET_BIND_VALUE(WorldToScreen);
46   MATRIX_SET_BIND_VALUE(SceneView);
47   MATRIX_SET_BIND_VALUE(SceneProjection);
48
49   mViewSource = NULL;
50   mProjectionSource = NULL;
51}
52