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· Workaround to be able to build the project under ubuntu 16.04 using a local build of libc++ & libc++abi
· Updated dependencies · skeletalanimation renamed as skeletal-animation
1 parent ed9ae39 commit a0b34af

32 files changed

+327
-18
lines changed

.clang-format

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@@ -14,7 +14,7 @@ AccessModifierOffset: 0
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AlignAfterOpenBracket: false
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# If true, aligns consecutive assignments.
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# AlignConsecutiveAssignments: true
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AlignConsecutiveAssignments: true
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# If true, aligns escaped newlines as far left as possible. Otherwise puts them into the right-most column.
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AlignEscapedNewlinesLeft: true
@@ -54,7 +54,7 @@ AllowShortLoopsOnASingleLine: false
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# DRTBS_None (in configuration: None) Break after return type automatically. PenaltyReturnTypeOnItsOwnLine is taken into account.
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# DRTBS_All (in configuration: All) Always break after the return type.
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# DRTBS_TopLevel (in configuration: TopLevel) Always break after the return types of top level functions.
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#AlwaysBreakAfterDefinitionReturnType: All
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AlwaysBreakAfterDefinitionReturnType: All
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# If true, always break before multiline string literals.
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#
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SpaceAfterCStyleCast: false
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# If false, spaces will be removed before assignment operators.
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# SpaceBeforeAssignmentOperators: true
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SpaceBeforeAssignmentOperators: true
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# Defines in which cases to put a space before opening parentheses.
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#

.gitignore

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@@ -37,11 +37,19 @@ build/
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# Cmake
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CMakeCache.txt
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CMakeLists.txt.user
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CMakeFiles
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Makefile
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cmake_install.cmake
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install_manifest.txt
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CMakeLists.txt.user
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compile_commands.json
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# Clion / IntelliJ IDEA
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.idea
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.idea
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# Visual Studio Code
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.vscode
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# Misc
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TODO

CMakeLists.txt

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@@ -23,6 +23,10 @@ set (NOD_INCLUDE_DIRS ${EXTERNALS_BASE_DIR}/nod/include)
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# scener math
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set (SCENER_MATH_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/../scener-math/include)
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# Workaround using a local build of libc++ & libc++abi 3.8 under ubuntu 16.04
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include_directories (/usr/local/include/c++/v1 /home/carlos/development/projects/cpp/libcxx/libcxxabi/include)
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link_directories(/usr/local/lib)
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# compiler and linker configurations
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if ("${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang")
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git-update-submodules.sh

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#!/usr/bin/env bash
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git pull --recurse-submodules && git submodule update --remote --recursive

source-format.sh

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#!/usr/bin/env bash
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#
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# https://matt.sh/howto-c
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#
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# clang-format accepts multiple files during one run, but let's limit it to 12
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# here so we (hopefully) avoid excessive memory usage.
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find ./source \( -name \*.c -or -name \*.cpp -or -name \*.cc -or -name \*.h \) |xargs -n12 -P4 clang-format-3.6 -i

source-tidy.sh

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#!/usr/bin/env bash
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find ./source \( -name \*.c -or -name \*.cpp -or -name \*.cc \)|xargs -n1 -P4 clang-tidy-3.8 -header-filter=source/.* -checks=cppcoreguidelines-*,modernize-*,readability-*,misc-*

source/samples/CMakeLists.txt

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# Samples subdirectories
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add_subdirectory(skeletalanimation)
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add_subdirectory(skeletal-animation)

source/samples/skeletalanimation/CMakeLists.txt renamed to source/samples/skeletal-animation/CMakeLists.txt

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@@ -3,7 +3,7 @@ project (scener::samples::skeletal-animation)
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enable_language (CXX)
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# pthread
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find_package (Threads REQUIRED)
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# find_package (Threads REQUIRED)
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# OpenGL
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find_package (OpenGL REQUIRED)

source/samples/skeletalanimation/camera.cpp renamed to source/samples/skeletal-animation/camera.cpp

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// Copyright (c) Carlos Guzmán Álvarez. All rights reserved.
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// Licensed under the MIT license. See LICENSE file in the project root for full license information.
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#include "skeletalanimation/camera.hpp"
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#include "skeletal-animation/camera.hpp"
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#include <scener/graphics/graphics_device.hpp>
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#include <scener/graphics/window.hpp>
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#include <scener/input/keys.hpp>
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#include <scener/input/keyboard.hpp>
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#include <scener/input/keyboard_state.hpp>
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#include "skeletalanimation/sample_renderer.hpp"
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#include "skeletal-animation/sample_renderer.hpp"
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namespace skeletal { namespace animation {
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source/samples/skeletalanimation/earthshaker.cpp renamed to source/samples/skeletal-animation/earthshaker.cpp

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// Copyright (c) Carlos Guzmán Álvarez. All rights reserved.
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// Licensed under the MIT license. See LICENSE file in the project root for full license information.
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#include "skeletalanimation/earthshaker.hpp"
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#include "skeletal-animation/earthshaker.hpp"
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#include <scener/content/content_manager.hpp>
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#include <scener/graphics/effect_technique.hpp>
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#include <scener/math/basic_math.hpp>
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#include <scener/math/vector.hpp>
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#include "skeletalanimation/sample_renderer.hpp"
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#include "skeletalanimation/camera.hpp"
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#include "skeletal-animation/sample_renderer.hpp"
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#include "skeletal-animation/camera.hpp"
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namespace skeletal { namespace animation {
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source/samples/skeletalanimation/main.cpp renamed to source/samples/skeletal-animation/main.cpp

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// Copyright (c) Carlos Guzmán Álvarez. All rights reserved.
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// Licensed under the MIT license. See LICENSE file in the project root for full license information.
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#include "skeletalanimation/sample_renderer.hpp"
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#include "skeletal-animation/sample_renderer.hpp"
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int main()
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{

source/samples/skeletalanimation/sample_renderer.cpp renamed to source/samples/skeletal-animation/sample_renderer.cpp

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// Copyright (c) Carlos Guzmán Álvarez. All rights reserved.
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// Licensed under the MIT license. See LICENSE file in the project root for full license information.
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#include "skeletalanimation/sample_renderer.hpp"
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#include "skeletal-animation/sample_renderer.hpp"
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#include <scener/graphics/graphics_device.hpp>
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#include <scener/graphics/graphics_device_manager.hpp>
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#include <scener/math/color.hpp>
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#include "skeletalanimation/camera.hpp"
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#include "skeletalanimation/earthshaker.hpp"
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#include "skeletal-animation/camera.hpp"
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#include "skeletal-animation/earthshaker.hpp"
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namespace skeletal { namespace animation {
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