matrixSet.cpp
Engine/source/math/util/matrixSet.cpp
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