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Engine directory for ticket #1
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Engine/source/math/util/matrixSet.cpp
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Engine/source/math/util/matrixSet.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "math/util/matrixSet.h"
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MatrixSet::MatrixSet()
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{
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// [9/4/2009 Pat] Until we get better control over heap allocations in Torque
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// this class will provide a place where aligned/specalized matrix math can take place.
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// We should be able to plug in any kind of platform-specific optimization
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// behind the delgates.
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AssertFatal( ((int)this & 0xF) == 0, "MatrixSet has been allocated off a 16-byte boundary!" );
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// Must be initialized by name, not a for(), it's macro magic
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MATRIX_SET_BIND_VALUE(ObjectToWorld);
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MATRIX_SET_BIND_VALUE(WorldToCamera);
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MATRIX_SET_BIND_VALUE(CameraToScreen);
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MATRIX_SET_BIND_VALUE(ObjectToCamera);
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MATRIX_SET_BIND_VALUE(WorldToObject);
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MATRIX_SET_BIND_VALUE(CameraToWorld);
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MATRIX_SET_BIND_VALUE(ObjectToScreen);
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MATRIX_SET_BIND_VALUE(CameraToObject);
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MATRIX_SET_BIND_VALUE(WorldToScreen);
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MATRIX_SET_BIND_VALUE(SceneView);
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MATRIX_SET_BIND_VALUE(SceneProjection);
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mViewSource = NULL;
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mProjectionSource = NULL;
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}
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