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#include "Headers/Transform.h"

Transform::Transform()	: _dirty(true), 
	                      _rebuildMatrix(true),
						  _hasParentTransform(false),
						  _scale(vec3<F32>(1.0f)),
						  _translation(vec3<F32>()),
						  _parentTransform(NULL)

{
	_orientation.identity();
	_worldMatrix.identity();
}

Transform::Transform(const Quaternion<F32>& orientation, 
					 const vec3<F32>& translation, 
					 const vec3<F32>& scale) :  _orientation(orientation),
												_translation(translation),
												_scale(scale),
												_dirty(true), 
												_rebuildMatrix(true),
												_hasParentTransform(false),
												_parentTransform(NULL)
{
	_worldMatrix.identity();
}

Transform::~Transform()
{
}

void Transform::applyTransforms(){
	if(!_dirty)
		return;

	WriteLock w_lock(_lock);
	if(_rebuildMatrix){
		// Ordering - a la Ogre:
		_worldMatrix.identity();
		//    1. Scale
		_worldMatrix.setScale(_scale);
		//    2. Rotate
		_worldMatrix *= _orientation.getMatrix(); 
	}
	//    3. Translate
	_worldMatrix.translate(_translation);

	this->clean();
}

bool Transform::compare(const Transform* const t){
    ReadLock r_lock(_lock);
	return (_scale.compare(t->_scale) &&  
		    _orientation.compare(t->_orientation) &&
			_translation.compare(t->_translation));
}

Commits for Divide-Framework/trunk/Source Code/Core/Math/Transform.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

155 Diff Diff k1ngp1n picture k1ngp1n Thu 27 Jun, 2013 15:02:43 +0000

[Ionut] [[BR]]
- Small matrix stack optimization [[BR]]

152 k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]