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https://github.com/TorqueGameEngines/Torque3D.git
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from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
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7c3bd49615
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9 changed files with 53 additions and 1 deletions
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@ -43,6 +43,7 @@ class MatrixSet
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ObjectToWorld = 0, // World
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WorldToCamera, // View
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CameraToScreen, // Projection
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ScreenToCamera, // Projection^-1
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ObjectToScreen, // World * View * Proj
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ObjectToCamera, // World * View
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WorldToObject, // World^-1
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@ -63,6 +64,7 @@ class MatrixSet
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MATRIX_SET_GET_VALUE(ObjectToWorld);
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MATRIX_SET_GET_VALUE(WorldToCamera);
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MATRIX_SET_GET_VALUE(CameraToScreen);
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MATRIX_SET_GET_VALUE(ScreenToCamera);
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MATRIX_SET_GET_VALUE(ObjectToCamera);
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MATRIX_SET_GET_VALUE(WorldToObject);
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MATRIX_SET_GET_VALUE(CameraToWorld);
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@ -82,6 +84,8 @@ class MatrixSet
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MATRIX_SET_MULT_ASSIGN(WorldToScreen, ObjectToWorld, ObjectToScreen);
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MATRIX_SET_IS_INVERSE_OF(ScreenToCamera, CameraToScreen);
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public:
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MatrixSet();
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@ -89,6 +93,7 @@ public:
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inline const MatrixF &getObjectToWorld() const { return mTransform[ObjectToWorld]; }
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inline const MatrixF &getWorldToCamera() const { return mTransform[WorldToCamera]; }
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inline const MatrixF &getCameraToScreen() const { return mTransform[CameraToScreen]; }
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inline const MatrixF &getScreenToCamera() const { return mTransform[ScreenToCamera]; }
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// Delegate driven, lazy-evaluation accessors
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inline const MatrixF &getWorldToScreen() const { return mEvalDelegate[WorldToScreen](); }
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@ -131,6 +136,7 @@ public:
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mTransform[CameraToScreen] = projection;
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mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
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mEvalDelegate[WorldToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(CameraToScreen, WorldToCamera, WorldToScreen));
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mEvalDelegate[ScreenToCamera].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(ScreenToCamera, CameraToScreen));
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}
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void setSceneView(const MatrixF &view)
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