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Engine directory for ticket #1
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Engine/source/math/util/matrixSet.h
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Engine/source/math/util/matrixSet.h
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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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#ifndef _MATRIXSET_H_
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#define _MATRIXSET_H_
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _UTIL_DELEGATE_H_
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#include "core/util/delegate.h"
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#endif
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#ifndef _MATRIXSETDELEGATES_H_
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#include "math/util/matrixSetDelegateMethods.h"
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#endif
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dALIGN_BEGIN
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class MatrixSet
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{
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typedef Delegate<const MatrixF &()> MatrixEvalDelegate;
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enum _Transforms
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{
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ObjectToWorld = 0, // World
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WorldToCamera, // View
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CameraToScreen, // Projection
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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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CameraToWorld, // View^-1
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CameraToObject, // (World * View)^-1
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WorldToScreen, // View * Projection
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SceneView, // The View matrix for the SceneState
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SceneProjection, // The Projection matrix for the SceneState
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NumTransforms,
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};
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MatrixF mTransform[NumTransforms];
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MatrixEvalDelegate mEvalDelegate[NumTransforms];
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const MatrixF *mViewSource;
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const MatrixF *mProjectionSource;
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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(ObjectToCamera);
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MATRIX_SET_GET_VALUE(WorldToObject);
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MATRIX_SET_GET_VALUE(CameraToWorld);
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MATRIX_SET_GET_VALUE(ObjectToScreen);
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MATRIX_SET_GET_VALUE(CameraToObject);
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MATRIX_SET_GET_VALUE(WorldToScreen);
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MATRIX_SET_GET_VALUE(SceneView);
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MATRIX_SET_GET_VALUE(SceneProjection);
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MATRIX_SET_IS_INVERSE_OF(WorldToObject, ObjectToWorld);
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MATRIX_SET_IS_INVERSE_OF(CameraToWorld, WorldToCamera);
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MATRIX_SET_MULT_ASSIGN(WorldToCamera, ObjectToWorld, ObjectToCamera);
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MATRIX_SET_IS_INVERSE_OF(CameraToObject, ObjectToCamera);
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MATRIX_SET_MULT_ASSIGN(CameraToScreen, WorldToCamera, WorldToScreen);
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MATRIX_SET_MULT_ASSIGN(WorldToScreen, ObjectToWorld, ObjectToScreen);
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public:
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MatrixSet();
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// Direct accessors
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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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// Delegate driven, lazy-evaluation accessors
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inline const MatrixF &getWorldToScreen() const { return mEvalDelegate[WorldToScreen](); }
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inline const MatrixF &getWorldViewProjection() const { return mEvalDelegate[ObjectToScreen](); }
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inline const MatrixF &getWorldToObject() const { return mEvalDelegate[WorldToObject](); }
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inline const MatrixF &getCameraToWorld() const { return mEvalDelegate[CameraToWorld](); }
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inline const MatrixF &getObjectToCamera() const { return mEvalDelegate[ObjectToCamera](); }
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inline const MatrixF &getCameraToObject() const { return mEvalDelegate[CameraToObject](); }
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// Assignment for the world/view/projection matrices
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inline void setWorld(const MatrixF &world)
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{
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mTransform[ObjectToWorld] = world;
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mEvalDelegate[WorldToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(WorldToObject, ObjectToWorld));
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mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
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mEvalDelegate[ObjectToCamera].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToCamera, ObjectToWorld, ObjectToCamera));
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mEvalDelegate[CameraToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToObject, ObjectToCamera));
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}
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inline void setView(const MatrixF &view)
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{
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if(&view == mViewSource)
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return;
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mViewSource = &view;
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mTransform[WorldToCamera] = view;
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mEvalDelegate[CameraToWorld].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToWorld, WorldToCamera));
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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[ObjectToCamera].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToCamera, ObjectToWorld, ObjectToCamera));
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mEvalDelegate[CameraToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToObject, ObjectToCamera));
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}
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inline void setProjection(const MatrixF &projection)
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{
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if(&projection == mProjectionSource)
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return;
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mProjectionSource = &projection;
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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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}
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void setSceneView(const MatrixF &view)
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{
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mViewSource = NULL;
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setView(view);
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mViewSource = &mTransform[WorldToCamera];
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mTransform[SceneView] = view;
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}
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void setSceneProjection(const MatrixF &projection)
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{
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mProjectionSource = NULL;
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setProjection(projection);
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mProjectionSource = &mTransform[CameraToScreen];
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mTransform[SceneProjection] = projection;
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}
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void restoreSceneViewProjection()
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{
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mViewSource = NULL;
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mProjectionSource = NULL;
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setView(mTransform[SceneView]);
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setProjection(mTransform[SceneProjection]);
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mViewSource = &mTransform[WorldToCamera];
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mProjectionSource = &mTransform[CameraToScreen];
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}
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}
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dALIGN_END;
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#endif // _MATRIXSET_H_
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