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/*
 * Ray class, for use with the optimized ray-box
 * intersection test described in:
 *
 *      Amy Williams, Steve Barrus, R. Keith Morley, and Peter Shirley
 *      "An Efficient and Robust Ray-Box Intersection Algorithm"
 *      Journal of graphics tools, 10(1):49-54, 2005
 *
 */

/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _RAY_H_
#define _RAY_H_

#include "Core/Math/Headers/MathClasses.h"

namespace Divide {

class Ray {
	public:
		Ray(const vec3<F32> &o, const vec3<F32> &d) {
			origin = o;
			direction = d;
			inv_direction = vec3<F32>(1/d.x, 1/d.y, 1/d.z);
			sign[0] = (inv_direction.x < 0);
			sign[1] = (inv_direction.y < 0);
			sign[2] = (inv_direction.z < 0);
		}

		Ray(const Ray &r) {
			origin = r.origin;
			direction = r.direction;
			inv_direction = r.inv_direction;
			sign[0] = r.sign[0]; sign[1] = r.sign[1]; sign[2] = r.sign[2];
		}

		vec3<F32> origin;
		vec3<F32> direction;
		vec3<F32> inv_direction;
		I32 sign[3];
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Core/Math/Headers/Ray.h

Diff revisions: vs.
Revision Author Commited Message
318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

221 Diff Diff k1ngp1n picture k1ngp1n Wed 08 Jan, 2014 18:50:02 +0000

[Ionut] [[BR]]
- Merged branch “Shadows And Animations” back into trunk [[BR]]
- Added DoxygenGUI project file [[BR]]

  • Buggy *
185 Diff Diff k1ngp1n picture k1ngp1n Sat 23 Nov, 2013 19:18:16 +0000

[Ionut] [[BR]]
- More AI <-> NavMesh/Crowd integration [[BR]]
- Fixed object selection [[BR]]
— Every SceneGraphNode that has the “_isSelectable” flag set to true can now be selected with the mouse and highlighted with increased ambient [[BR]]
- Various performance optimizations [[BR]]
- Slight shadow offset modification to reduce peter-panning [[BR]]
- Added a debug-only profiling (ProfileTimer) class (unused for now) [[BR]]

170 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Nov, 2013 17:24:57 +0000

-Moved hardware related code to a separate project [[BR]]
-More work on post-processing: [[BR]]
— HDR rendering is working, but final tonemapping needs more work [[BR]]
-Important changes in BloomPreRenderOperator.cpp, PostFX.cpp and glFrameBufferObject.cpp [[BR]]
-Trailing and leading whitespace cleanups [[BR]]

160 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[BR]]

152 Diff Diff 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]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

114 Diff Diff k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 13:03:01 +0000

[Ionut][[BR]]
-First steps in moving away from a generalized “ResourceManager”: [[BR]]
--Added templated resource loaders (Core\Resources\ConcreteLoaders). Just add a new loader for a new resource type and it’s ready for use [[BR]]
---Next step involves moving loading responsibility from the resource itself to the resource loader that handles it’s creation [[BR]]
--Renamed the ResourceManager to ResourceCache and limited it’s responsibility from general resource operations to a more standard abstract template factory with cache [[BR]]
---Manager base class is renamed to BaseCache as it’s a wrapper for a cache map in essence [[BR]]
---Next step involves adding a ResourceCache per scene (dropping Singleton status) with the possibility of sharing resources between them (to avoid reloading existing resources for a new scene) [[BR]]
-Translated AITenisScene and PingPongScene source code to english [[BR]]

110 Diff Diff k1ngp1n picture k1ngp1n Thu 26 Apr, 2012 15:48:58 +0000

[Ionut] [[BR]]
-Added Recast & Detour Navigation libraries (http://code.google.com/p/recastnavigation/ by Mikko Mononen) [[BR]]
--Added (a incomplete version for now) MeshLoader for Recast patch from the Torque3D forum and adapted it for DIVIDE (patch link: http://www.garagegames.com/community/blogs/view/21132) [[BR]]
--Added the NavigationMesh patch (a incomplete version for now) for Torque3D using Recast and adapted it for DIVIDE (patch link: http://www.garagegames.com/community/resources/view/21392) [[BR]]
[[BR]]
-Added empty folder structure for the War Scene to hold future classes and resources [[BR]]
-Added a GenericShape class to hold an empty VBO in which we can store any combination of vertices (incomplete) [[BR]]

106 k1ngp1n picture k1ngp1n Wed 28 Mar, 2012 21:50:23 +0000

[Ionut] [[BR]]
Unstable revision – New animation code is not yet optimized and loading performance is low [[BR]]
[[BR]]
-Added animation loading and bone matrix calculations (actual skinning not implemented yet)[[BR]]
-Modified VBO classes to support dynamic data and faster updates [[BR]]
-Templatized Math classes (vec2,vec3,vec4,mat3,mat4) for greater flexibility [[BR]]
-Separated Rendering API from Rendering API version [[BR]]
-Fixed buggy GL error checking [[BR]]
-Small bugs fixed in Projectile and Weapon classes [[BR]]