//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "math/mPlaneTransformer.h" #include "math/mMathFn.h" void PlaneTransformer::set(const MatrixF& xform, const Point3F& scale) { mTransform = xform; mScale = scale; MatrixF scaleMat(true); F32* m = scaleMat; m[MatrixF::idx(0, 0)] = scale.x; m[MatrixF::idx(1, 1)] = scale.y; m[MatrixF::idx(2, 2)] = scale.z; mTransposeInverse = xform; mTransposeInverse.mul(scaleMat); mTransposeInverse.transpose(); mTransposeInverse.inverse(); } void PlaneTransformer::transform(const PlaneF& plane, PlaneF& result) { Point3F point = plane; point *= -plane.d; point.convolve(mScale); mTransform.mulP(point); Point3F normal = plane; mTransposeInverse.mulV(normal); result.set(point, normal); // mTransformPlane(mTransform, mScale, plane, &result); } void PlaneTransformer::setIdentity() { static struct MakeIdentity { PlaneTransformer transformer; MakeIdentity() { MatrixF defMat(true); Point3F defScale(1, 1, 1); transformer.set(defMat, defScale); } } sMakeIdentity; * this = sMakeIdentity.transformer; }