// function : Set
// purpose : Sets new OCCT projection state
// =======================================================================
-void OpenGl_ProjectionState::Set (const Tmatrix3* theProjectionMatrix)
+void OpenGl_ProjectionState::Set (const OpenGl_Mat4& theProjectionMatrix)
{
- memcpy (myProjectionMatrix, theProjectionMatrix, sizeof (Tmatrix3));
+ myProjectionMatrix = theProjectionMatrix;
myInverseNeedUpdate = true;
}
// function : ProjectionMatrix
// purpose : Returns current projection matrix
// =======================================================================
-const Tmatrix3& OpenGl_ProjectionState::ProjectionMatrix() const
+const OpenGl_Mat4& OpenGl_ProjectionState::ProjectionMatrix() const
{
return myProjectionMatrix;
}
// function : ProjectionMatrixInverse
// purpose : Returns inverse of current projection matrix
// =======================================================================
-const Tmatrix3& OpenGl_ProjectionState::ProjectionMatrixInverse() const
+const OpenGl_Mat4& OpenGl_ProjectionState::ProjectionMatrixInverse() const
{
if (!myInverseNeedUpdate)
{
return myProjectionMatrixInverse;
}
- reinterpret_cast<const NCollection_Mat4<float>*> (*myProjectionMatrix)->Inverted (
- *(reinterpret_cast<NCollection_Mat4<float>*> (*myProjectionMatrixInverse)));
+ myProjectionMatrix.Inverted (myProjectionMatrixInverse);
+
return myProjectionMatrixInverse;
}
// function : Set
// purpose : Sets new model-world matrix
// =======================================================================
-void OpenGl_ModelWorldState::Set (const Tmatrix3* theModelWorldMatrix)
+void OpenGl_ModelWorldState::Set (const OpenGl_Mat4& theModelWorldMatrix)
{
- memcpy (myModelWorldMatrix, theModelWorldMatrix, sizeof (Tmatrix3));
+ myModelWorldMatrix = theModelWorldMatrix;
myInverseNeedUpdate = true;
}
// function : ModelWorldMatrix
// purpose : Returns current model-world matrix
// =======================================================================
-const Tmatrix3& OpenGl_ModelWorldState::ModelWorldMatrix() const
+const OpenGl_Mat4& OpenGl_ModelWorldState::ModelWorldMatrix() const
{
return myModelWorldMatrix;
}
// function : ModelWorldMatrixInverse
// purpose : Returns inverse of current model-world matrix
// =======================================================================
-const Tmatrix3& OpenGl_ModelWorldState::ModelWorldMatrixInverse() const
+const OpenGl_Mat4& OpenGl_ModelWorldState::ModelWorldMatrixInverse() const
{
if (!myInverseNeedUpdate)
{
return myModelWorldMatrix;
}
- reinterpret_cast<const NCollection_Mat4<float>*> (*myModelWorldMatrix)->Inverted (
- *(reinterpret_cast<NCollection_Mat4<float>*> (*myModelWorldMatrixInverse)));
+ myModelWorldMatrix.Inverted (myModelWorldMatrixInverse);
+
return myModelWorldMatrixInverse;
}
// function : Set
// purpose : Sets new world-view matrix
// =======================================================================
-void OpenGl_WorldViewState::Set (const Tmatrix3* theWorldViewMatrix)
+void OpenGl_WorldViewState::Set (const OpenGl_Mat4& theWorldViewMatrix)
{
- memcpy (myWorldViewMatrix, theWorldViewMatrix, sizeof (Tmatrix3));
+ myWorldViewMatrix = theWorldViewMatrix;
myInverseNeedUpdate = true;
}
// function : WorldViewMatrix
// purpose : Returns current world-view matrix
// =======================================================================
-const Tmatrix3& OpenGl_WorldViewState::WorldViewMatrix() const
+const OpenGl_Mat4& OpenGl_WorldViewState::WorldViewMatrix() const
{
return myWorldViewMatrix;
}
// function : WorldViewMatrixInverse
// purpose : Returns inverse of current world-view matrix
// =======================================================================
-const Tmatrix3& OpenGl_WorldViewState::WorldViewMatrixInverse() const
+const OpenGl_Mat4& OpenGl_WorldViewState::WorldViewMatrixInverse() const
{
if (!myInverseNeedUpdate)
{
return myWorldViewMatrix;
}
- reinterpret_cast<const NCollection_Mat4<float>*> (*myWorldViewMatrix)->Inverted (
- *(reinterpret_cast<NCollection_Mat4<float>*> (*myWorldViewMatrixInverse)));
+ myWorldViewMatrix.Inverted (myWorldViewMatrixInverse);
+
return myWorldViewMatrixInverse;
}