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Commits for Divide-Framework/trunk/Source Code/Scenes/TenisScene/TenisSceneAIProcessor.cpp

Diff revisions: vs.
Revision Author Commited Message
1017 Diff Diff IonutCava picture IonutCava Wed 17 Jan, 2018 00:12:29 +0000

- Some cdiggins::any casting refactoring

996 Diff Diff IonutCava picture IonutCava Tue 12 Dec, 2017 17:16:54 +0000

- Update and improve SGN creation and destruction
- Fix cleanup issues
- Fix GPU object memory leaks
- Fix duplicate GUID values being generated
- Misc cleanups and optimizations

993 Diff Diff IonutCava picture IonutCava Sun 10 Dec, 2017 20:07:57 +0000

- Finished initial port of the old scene graph system to the new ECS based system.
- Finished converting 2 components to the new ECS system: Transform and RigidBody
- Fixed the “Deploy” build error with the CEGUI OpenGL renderer.
- Compilation now needs C++14 support (it’s sufficiently wide-spread now)

992 Diff Diff IonutCava picture IonutCava Thu 07 Dec, 2017 18:01:51 +0000

- Split PhysicsComponent into 2, ECS-based, components: TransformComponent and RigidBodyComponent

968 Diff Diff IonutCava picture IonutCava Tue 07 Nov, 2017 17:32:31 +0000

- Consistent naming between timing variables

903 Diff Diff IonutCava picture IonutCava Sun 25 Jun, 2017 18:55:02 +0000

- Rework DebugInterface to be part of the PlatformContext and to allow adding of AntTweakBar elements via easy to use descriptors

890 Diff Diff IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

- Add pre-compiled header support
- Initial code for per-stage tessellation computation

711 Diff Diff IonutCava picture IonutCava Mon 23 May, 2016 14:31:55 +0000

- More scene change fixes: pending tasks, GUI elements, etc
- Singleton removal: AIManager is a per-scene member instead of a global singleton now

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

524 Diff Diff IonutCava picture IonutCava Thu 08 Oct, 2015 16:14:58 +0000

- Profiler guided optimizations:
— Replace most hashMaps with vectors where the common access pattern is linear (e.g. SceneGraphNode’s child list)
— Specify ShaderBuffer access patters at creation time to properly inform the rendering API
— Fix and optimise the LockManager & BufferLockManager classes
— Add a AtomicWrapper class that allows assignment and copy-constructions for atomic variables
-— This allows us to use vector of atomic bools for BB creation for SkinnedSubMesh objects

470 Diff Diff IonutCava picture IonutCava Wed 10 Jun, 2015 15:26:31 +0000

- Some AI class renaming
- Added nVidia AndroidWorks project configuration

438 Diff Diff IonutCava picture IonutCava Fri 15 May, 2015 15:46:43 +0000

- SceneGraphNodes are now stored as shared pointers and Units/AI entities reference them with std::weak_ptr
— ToDo: Make constructor/destructor private again. (made public as a temporary hack to make it work with std::shared_ptr)
- SceneGraphNode’s children map is now read/updated with proper locking mechanism to avoid threading issues (e.g. AI tries to delete a node and rendering thread tries to read material data from it at the same time)
- GL_API does not need to store the previous shader program, just the previous shader program handle.
— Previous responsibilities shifted to glShaderProgram

435 Diff Diff IonutCava picture IonutCava Thu 14 May, 2015 13:43:22 +0000

- WarSceneAISceneImpl crash at shutdown fixed
- Character movement lerping moved in update from frameRenderingQueued
- Added Normalize global functions for vec2/vec3/vec4 that take a constant parameter
- Cleaned up and optimized DivideRecast class & files
- Cleaned up and optimized AIEntity class & files

434 Diff Diff IonutCava picture IonutCava Wed 13 May, 2015 22:26:29 +0000

- Simplified SceneGraph/SceneGraphNode classes:
— RAII style. Dropped load/unload
— SGN deletion callbacks are tracked by ID
— Better node deletion System
- Better scoring system with manual override:
— Key 1 adds a point to team A
— Key 2 adds a point to team B
- Safer scene pointer management in SceneManager

366 Diff Diff IonutCava picture IonutCava Tue 10 Mar, 2015 16:56:30 +0000

- More type safe enum replacement

350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

- Added support (and enabled by default) for the EASTL library ( /
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

- 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)

316 Diff Diff IonutCava picture IonutCava Mon 25 Aug, 2014 22:04:03 +0000

- Cleaned up AI classes
- Added basic Order <-> Goal system

313 Diff Diff IonutCava picture IonutCava Sat 23 Aug, 2014 23:46:25 +0000

- Added a messageBox gui element. Simple title/message hide/show System
- Added a working memory system to the WarSceneAISceneImpl class and a few memory facts for testing
- Reworked AI sensor system

312 IonutCava picture IonutCava Fri 22 Aug, 2014 22:46:19 +0000

- Replaced AESOP with CPPGOAP (
- Added a better interface to GOAP classes and objects via the AISceneImpl
- Actions, goals and orders basic infrastructure