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//
-------------------------------------------------------------------------------------
//
DirectXMatrixStack.h -- DirectXMath C++ Matrix Stack
//
//
Copyright (c) Microsoft Corporation.
//
Licensed under the MIT License.
//
//
https://go.microsoft.com/fwlink/?LinkID=615560
//
-------------------------------------------------------------------------------------
#
pragma
once
#
include
<
cassert
>
#
include
<
cstddef
>
#
include
<
cstdint
>
#
include
<
cstring
>
#
include
<
memory
>
#
include
<
new
>
#
ifdef
_WIN32
#
include
<
malloc.h
>
#
endif
#
include
<
DirectXMath.h
>
namespace
DirectX
{
class
MatrixStack
{
public:
MatrixStack
(
size_t
startSize =
16
)
noexcept
(
false
) :
m_stackSize
(
0
),
m_current
(
0
),
m_stack
(
nullptr
)
{
assert
(startSize >
0
);
Allocate
(startSize);
LoadIdentity
();
}
MatrixStack
(MatrixStack&&) =
default
;
MatrixStack&
operator
= (MatrixStack&&) =
default
;
MatrixStack
(MatrixStack
const
&) =
delete
;
MatrixStack&
operator
= (MatrixStack
const
&) =
delete
;
const
XMMATRIX
XM_CALLCONV
Top
()
const
noexcept
{
return
m_stack[m_current]; }
const
XMMATRIX
*
GetTop
()
const
noexcept
{
return
&m_stack[m_current]; }
size_t
Size
()
const
noexcept
{
return
(m_current +
1
); }
void
Pop
()
{
if
(m_current >
0
)
{
--m_current;
}
}
void
Push
()
{
++m_current;
if
(m_current >= m_stackSize)
{
Allocate
(m_stackSize *
2
);
}
//
Replicate the original top of the matrix stack.
m_stack[m_current] = m_stack[m_current -
1
];
}
//
Loads identity into the top of the matrix stack.
void
LoadIdentity
()
noexcept
{
m_stack[m_current] =
XMMatrixIdentity
();
}
//
Load a matrix into the top of the matrix stack.
void
XM_CALLCONV
LoadMatrix
(
FXMMATRIX
matrix)
noexcept
{
m_stack[m_current] = matrix;
}
//
Multiply a matrix by the top of the stack, store result in top.
void
XM_CALLCONV
MultiplyMatrix
(
FXMMATRIX
matrix)
noexcept
{
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], matrix);
}
//
Pre-multiplies a matrix by the top of the stack, store result in top.
void
XM_CALLCONV
MultiplyMatrixLocal
(
FXMMATRIX
matrix)
noexcept
{
m_stack[m_current] =
XMMatrixMultiply
(matrix, m_stack[m_current]);
}
//
Add a rotation about X to stack top.
void
XM_CALLCONV
RotateX
(
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationX
(angle);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
XM_CALLCONV
RotateXLocal
(
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationX
(angle);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
//
Add a rotation about Y to stack top.
void
XM_CALLCONV
RotateY
(
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationY
(angle);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
XM_CALLCONV
RotateYLocal
(
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationY
(angle);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
//
Add a rotation about Z to stack top.
void
XM_CALLCONV
RotateZ
(
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationZ
(angle);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
XM_CALLCONV
RotateZLocal
(
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationZ
(angle);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
//
Add a rotation around an axis to stack top.
void
XM_CALLCONV
RotateAxis
(
FXMVECTOR
axis,
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationAxis
(axis, angle);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
XM_CALLCONV
RotateAxisLocal
(
FXMVECTOR
axis,
float
angle)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationAxis
(axis, angle);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
//
Add a rotation by roll/pitch/yaw to the stack top.
void
RotateRollPitchYaw
(
float
pitch,
float
yaw,
float
roll)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationRollPitchYaw
(pitch, yaw, roll);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
RotateRollPitchYawLocal
(
float
pitch,
float
yaw,
float
roll)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationRollPitchYaw
(pitch, yaw, roll);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
//
Add a rotation by a quaternion stack top.
void
XM_CALLCONV
RotateByQuaternion
(
FXMVECTOR
quat)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationQuaternion
(quat);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
XM_CALLCONV
RotateByQuaternionLocal
(
FXMVECTOR
quat)
noexcept
{
XMMATRIX
mat =
XMMatrixRotationQuaternion
(quat);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
//
Add a scale to the stack top.
void
Scale
(
float
x,
float
y,
float
z)
noexcept
{
XMMATRIX
mat =
XMMatrixScaling
(x, y, z);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
ScaleLocal
(
float
x,
float
y,
float
z)
noexcept
{
XMMATRIX
mat =
XMMatrixScaling
(x, y, z);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
//
Add a translation to the stack top.
void
Translate
(
float
x,
float
y,
float
z)
noexcept
{
XMMATRIX
mat =
XMMatrixTranslation
(x, y, z);
m_stack[m_current] =
XMMatrixMultiply
(m_stack[m_current], mat);
}
void
TranslateLocal
(
float
x,
float
y,
float
z)
noexcept
{
XMMATRIX
mat =
XMMatrixTranslation
(x, y, z);
m_stack[m_current] =
XMMatrixMultiply
(mat, m_stack[m_current]);
}
private:
struct
matrix_deleter
{
void
operator
()(
void
* p)
noexcept
{
#
ifdef
_WIN32
_aligned_free
(p);
#
else
free
(p);
#
endif
}
};
void
Allocate
(
size_t
newSize)
{
#
ifdef
_WIN32
void
* ptr =
_aligned_malloc
(newSize *
sizeof
(
XMMATRIX
),
16
);
#
else
//
This C++17 Standard Library function is currently NOT
//
implemented for the Microsoft Standard C++ Library.
void
* ptr =
aligned_alloc
(
16
, newSize *
sizeof
(
XMMATRIX
));
#
endif
if
(!ptr)
throw
std::bad_alloc
();
if
(m_stack)
{
assert
(newSize >= m_stackSize);
memcpy
(ptr, m_stack.
get
(),
sizeof
(
XMMATRIX
) * m_stackSize);
}
m_stack.
reset
(
reinterpret_cast
<
XMMATRIX
*>(ptr));
m_stackSize = newSize;
}
size_t
m_stackSize;
size_t
m_current;
std::unique_ptr<
XMMATRIX
[], matrix_deleter> m_stack;
};
}
//
namespace DirectX
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