| 47 | } |
| 48 | |
| 49 | Tr2PerObjectData* EveTransform::GetPerObjectData( ITriRenderBatchAccumulator* accumulator ) |
| 50 | { |
| 51 | EveBasicPerObjectData* data = accumulator->Allocate<EveBasicPerObjectData>(); |
| 52 | |
| 53 | if( !data ) |
| 54 | { |
| 55 | return NULL; |
| 56 | } |
| 57 | |
| 58 | // column_major for shaders |
| 59 | data->m_world = Transpose( m_worldTransform ); |
| 60 | // column_major for shaders |
| 61 | data->m_worldLast = Transpose( m_lastWorldTransform ); |
| 62 | // attention: need the transposed, but shader also needs column_major, so it is transpose(transpose(m)) == m |
| 63 | if( !Inverse( data->m_worldInverse, data->m_world ) ) |
| 64 | { |
| 65 | // ok, so a complete row is 0.f -> find it and "fix" it |
| 66 | Matrix wm = data->m_world; |
| 67 | if( wm._11 == 0.f && wm._12 == 0.f && wm._13 == 0.f ) |
| 68 | wm._11 = 0.1f; |
| 69 | else if( wm._21 == 0.f && wm._22 == 0.f && wm._23 == 0.f ) |
| 70 | wm._22 = 0.1f; |
| 71 | else if( wm._31 == 0.f && wm._32 == 0.f && wm._33 == 0.f ) |
| 72 | wm._33 = 0.1f; |
| 73 | data->m_worldInverse = Inverse( wm ); |
| 74 | } |
| 75 | |
| 76 | return data; |
| 77 | } |
| 78 | |
| 79 | void EveTransform::Update( const EveUpdateContext& updateContext ) |
| 80 | { |
no test coverage detected