matrixSet.h

Engine/source/math/util/matrixSet.h

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Public Variables

dALIGN_BEGIN class MatrixSet dALIGN_END 
  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#ifndef _MATRIXSET_H_
 24#define _MATRIXSET_H_
 25
 26#ifndef _MMATRIX_H_
 27#include "math/mMatrix.h"
 28#endif
 29#ifndef _UTIL_DELEGATE_H_
 30#include "core/util/delegate.h"
 31#endif
 32#ifndef _MATRIXSETDELEGATES_H_
 33#include "math/util/matrixSetDelegateMethods.h"
 34#endif
 35
 36
 37dALIGN_BEGIN
 38
 39class MatrixSet
 40{
 41   typedef Delegate<const MatrixF &()> MatrixEvalDelegate;
 42   enum _Transforms
 43   {
 44      ObjectToWorld = 0,   // World
 45      WorldToCamera,       // View
 46      CameraToScreen,      // Projection
 47      ScreenToCamera,      // Projection^-1
 48      ObjectToScreen,      // World * View * Proj
 49      ObjectToCamera,      // World * View
 50      WorldToObject,       // World^-1
 51      CameraToWorld,       // View^-1
 52      CameraToObject,      // (World * View)^-1
 53      WorldToScreen,       // View * Projection
 54      SceneView,           // The View matrix for the SceneState
 55      SceneProjection,     // The Projection matrix for the SceneState
 56      NumTransforms,
 57   };
 58
 59   MatrixF mTransform[NumTransforms];
 60   MatrixEvalDelegate mEvalDelegate[NumTransforms];
 61
 62   const MatrixF *mViewSource;
 63   const MatrixF *mProjectionSource;
 64
 65   MATRIX_SET_GET_VALUE(ObjectToWorld);
 66   MATRIX_SET_GET_VALUE(WorldToCamera);
 67   MATRIX_SET_GET_VALUE(CameraToScreen);
 68   MATRIX_SET_GET_VALUE(ScreenToCamera);
 69   MATRIX_SET_GET_VALUE(ObjectToCamera);
 70   MATRIX_SET_GET_VALUE(WorldToObject);
 71   MATRIX_SET_GET_VALUE(CameraToWorld);
 72   MATRIX_SET_GET_VALUE(ObjectToScreen);
 73   MATRIX_SET_GET_VALUE(CameraToObject);
 74   MATRIX_SET_GET_VALUE(WorldToScreen);
 75   MATRIX_SET_GET_VALUE(SceneView);
 76   MATRIX_SET_GET_VALUE(SceneProjection);
 77
 78   MATRIX_SET_IS_INVERSE_OF(WorldToObject, ObjectToWorld);
 79   MATRIX_SET_IS_INVERSE_OF(CameraToWorld, WorldToCamera);
 80
 81   MATRIX_SET_MULT_ASSIGN(WorldToCamera, ObjectToWorld, ObjectToCamera);
 82   MATRIX_SET_IS_INVERSE_OF(CameraToObject, ObjectToCamera);
 83
 84   MATRIX_SET_MULT_ASSIGN(CameraToScreen, WorldToCamera, WorldToScreen);
 85
 86   MATRIX_SET_MULT_ASSIGN(WorldToScreen, ObjectToWorld, ObjectToScreen);
 87
 88   MATRIX_SET_IS_INVERSE_OF(ScreenToCamera, CameraToScreen);
 89
 90public:
 91   MatrixSet();
 92
 93   // Direct accessors
 94   inline const MatrixF &getObjectToWorld() const { return mTransform[ObjectToWorld]; }
 95   inline const MatrixF &getWorldToCamera() const { return mTransform[WorldToCamera]; }
 96   inline const MatrixF &getCameraToScreen() const { return mTransform[CameraToScreen]; }
 97   inline const MatrixF &getScreenToCamera() const { return mTransform[ScreenToCamera]; }
 98
 99   // Delegate driven, lazy-evaluation accessors
100   inline const MatrixF &getWorldToScreen() const { return mEvalDelegate[WorldToScreen](); }
101   inline const MatrixF &getWorldViewProjection() const { return mEvalDelegate[ObjectToScreen](); }
102   inline const MatrixF &getWorldToObject() const { return mEvalDelegate[WorldToObject](); }   
103   inline const MatrixF &getCameraToWorld() const { return mEvalDelegate[CameraToWorld](); }
104   inline const MatrixF &getObjectToCamera() const { return mEvalDelegate[ObjectToCamera](); }
105   inline const MatrixF &getCameraToObject() const { return mEvalDelegate[CameraToObject](); }
106
107   // Assignment for the world/view/projection matrices
108   inline void setWorld(const MatrixF &world)
109   {
110      mTransform[ObjectToWorld] = world;
111      mEvalDelegate[WorldToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(WorldToObject, ObjectToWorld));
112      mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
113      mEvalDelegate[ObjectToCamera].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToCamera, ObjectToWorld, ObjectToCamera));
114      mEvalDelegate[CameraToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToObject, ObjectToCamera));
115   }
116
117   inline void setView(const MatrixF &view)
118   {
119      if(&view == mViewSource)
120         return;
121
122      mViewSource = &view;
123      mTransform[WorldToCamera] = view;
124      mEvalDelegate[CameraToWorld].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToWorld, WorldToCamera)); 
125      mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
126      mEvalDelegate[WorldToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(CameraToScreen, WorldToCamera, WorldToScreen));
127      mEvalDelegate[ObjectToCamera].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToCamera, ObjectToWorld, ObjectToCamera));
128      mEvalDelegate[CameraToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToObject, ObjectToCamera));
129   }
130
131   inline void setProjection(const MatrixF &projection)
132   {
133      if(&projection == mProjectionSource)
134         return;
135
136      mProjectionSource = &projection;
137      mTransform[CameraToScreen] = projection;
138      mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
139      mEvalDelegate[WorldToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(CameraToScreen, WorldToCamera, WorldToScreen));
140      mEvalDelegate[ScreenToCamera].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(ScreenToCamera, CameraToScreen));
141   }
142
143   void setSceneView(const MatrixF &view)
144   {
145      mViewSource = NULL;
146      setView(view);
147      mViewSource = &mTransform[WorldToCamera];
148      mTransform[SceneView] = view;
149   }
150
151   void setSceneProjection(const MatrixF &projection)
152   {
153      mProjectionSource = NULL;
154      setProjection(projection);
155      mProjectionSource = &mTransform[CameraToScreen];
156      mTransform[SceneProjection] = projection;
157   }
158
159   void restoreSceneViewProjection()
160   {
161      mViewSource = NULL;
162      mProjectionSource = NULL;
163      setView(mTransform[SceneView]);
164      setProjection(mTransform[SceneProjection]);
165      mViewSource = &mTransform[WorldToCamera];
166      mProjectionSource = &mTransform[CameraToScreen];
167   }
168}
169
170dALIGN_END;
171
172#endif // _MATRIXSET_H_
173