Torque3D/Engine/source/math/util/matrixSet.h
2012-09-19 11:15:01 -04:00

166 lines
6.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _MATRIXSET_H_
#define _MATRIXSET_H_
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _UTIL_DELEGATE_H_
#include "core/util/delegate.h"
#endif
#ifndef _MATRIXSETDELEGATES_H_
#include "math/util/matrixSetDelegateMethods.h"
#endif
dALIGN_BEGIN
class MatrixSet
{
typedef Delegate<const MatrixF &()> MatrixEvalDelegate;
enum _Transforms
{
ObjectToWorld = 0, // World
WorldToCamera, // View
CameraToScreen, // Projection
ObjectToScreen, // World * View * Proj
ObjectToCamera, // World * View
WorldToObject, // World^-1
CameraToWorld, // View^-1
CameraToObject, // (World * View)^-1
WorldToScreen, // View * Projection
SceneView, // The View matrix for the SceneState
SceneProjection, // The Projection matrix for the SceneState
NumTransforms,
};
MatrixF mTransform[NumTransforms];
MatrixEvalDelegate mEvalDelegate[NumTransforms];
const MatrixF *mViewSource;
const MatrixF *mProjectionSource;
MATRIX_SET_GET_VALUE(ObjectToWorld);
MATRIX_SET_GET_VALUE(WorldToCamera);
MATRIX_SET_GET_VALUE(CameraToScreen);
MATRIX_SET_GET_VALUE(ObjectToCamera);
MATRIX_SET_GET_VALUE(WorldToObject);
MATRIX_SET_GET_VALUE(CameraToWorld);
MATRIX_SET_GET_VALUE(ObjectToScreen);
MATRIX_SET_GET_VALUE(CameraToObject);
MATRIX_SET_GET_VALUE(WorldToScreen);
MATRIX_SET_GET_VALUE(SceneView);
MATRIX_SET_GET_VALUE(SceneProjection);
MATRIX_SET_IS_INVERSE_OF(WorldToObject, ObjectToWorld);
MATRIX_SET_IS_INVERSE_OF(CameraToWorld, WorldToCamera);
MATRIX_SET_MULT_ASSIGN(WorldToCamera, ObjectToWorld, ObjectToCamera);
MATRIX_SET_IS_INVERSE_OF(CameraToObject, ObjectToCamera);
MATRIX_SET_MULT_ASSIGN(CameraToScreen, WorldToCamera, WorldToScreen);
MATRIX_SET_MULT_ASSIGN(WorldToScreen, ObjectToWorld, ObjectToScreen);
public:
MatrixSet();
// Direct accessors
inline const MatrixF &getObjectToWorld() const { return mTransform[ObjectToWorld]; }
inline const MatrixF &getWorldToCamera() const { return mTransform[WorldToCamera]; }
inline const MatrixF &getCameraToScreen() const { return mTransform[CameraToScreen]; }
// Delegate driven, lazy-evaluation accessors
inline const MatrixF &getWorldToScreen() const { return mEvalDelegate[WorldToScreen](); }
inline const MatrixF &getWorldViewProjection() const { return mEvalDelegate[ObjectToScreen](); }
inline const MatrixF &getWorldToObject() const { return mEvalDelegate[WorldToObject](); }
inline const MatrixF &getCameraToWorld() const { return mEvalDelegate[CameraToWorld](); }
inline const MatrixF &getObjectToCamera() const { return mEvalDelegate[ObjectToCamera](); }
inline const MatrixF &getCameraToObject() const { return mEvalDelegate[CameraToObject](); }
// Assignment for the world/view/projection matrices
inline void setWorld(const MatrixF &world)
{
mTransform[ObjectToWorld] = world;
mEvalDelegate[WorldToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(WorldToObject, ObjectToWorld));
mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
mEvalDelegate[ObjectToCamera].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToCamera, ObjectToWorld, ObjectToCamera));
mEvalDelegate[CameraToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToObject, ObjectToCamera));
}
inline void setView(const MatrixF &view)
{
if(&view == mViewSource)
return;
mViewSource = &view;
mTransform[WorldToCamera] = view;
mEvalDelegate[CameraToWorld].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToWorld, WorldToCamera));
mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
mEvalDelegate[WorldToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(CameraToScreen, WorldToCamera, WorldToScreen));
mEvalDelegate[ObjectToCamera].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToCamera, ObjectToWorld, ObjectToCamera));
mEvalDelegate[CameraToObject].bind(this, &MatrixSet::MATRIX_SET_IS_INVERSE_OF_FN(CameraToObject, ObjectToCamera));
}
inline void setProjection(const MatrixF &projection)
{
if(&projection == mProjectionSource)
return;
mProjectionSource = &projection;
mTransform[CameraToScreen] = projection;
mEvalDelegate[ObjectToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(WorldToScreen, ObjectToWorld, ObjectToScreen));
mEvalDelegate[WorldToScreen].bind(this, &MatrixSet::MATRIX_SET_MULT_ASSIGN_FN(CameraToScreen, WorldToCamera, WorldToScreen));
}
void setSceneView(const MatrixF &view)
{
mViewSource = NULL;
setView(view);
mViewSource = &mTransform[WorldToCamera];
mTransform[SceneView] = view;
}
void setSceneProjection(const MatrixF &projection)
{
mProjectionSource = NULL;
setProjection(projection);
mProjectionSource = &mTransform[CameraToScreen];
mTransform[SceneProjection] = projection;
}
void restoreSceneViewProjection()
{
mViewSource = NULL;
mProjectionSource = NULL;
setView(mTransform[SceneView]);
setProjection(mTransform[SceneProjection]);
mViewSource = &mTransform[WorldToCamera];
mProjectionSource = &mTransform[CameraToScreen];
}
}
dALIGN_END;
#endif // _MATRIXSET_H_