Skip to content

Commit

Permalink
1.6.1 release
Browse files Browse the repository at this point in the history
  • Loading branch information
sindney committed Sep 17, 2014
1 parent 2bca00a commit 0335753
Show file tree
Hide file tree
Showing 17 changed files with 32 additions and 52 deletions.
2 changes: 1 addition & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ set(LIB_GLEW "" CACHE PATH "Location of library glew.")

set(NEST_VERSION_MAJOR 1)
set(NEST_VERSION_MINOR 6)
set(NEST_VERSION_PATCH 0)
set(NEST_VERSION_PATCH 1)

configure_file (
${PROJECT_SOURCE_DIR}/NestConfig.h.in
Expand Down
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ Nest3D-CPP

A light weight opengl 3d engine project in c++ for study purpose.

Current version: 1.7.0 dev
Current version: 1.6.1 release

Special thanks to: Assimp, Glew, Glfw, Opengl, SFML.

Expand Down
3 changes: 1 addition & 2 deletions include/AnimationPlayer.h
Original file line number Diff line number Diff line change
Expand Up @@ -35,8 +35,7 @@ namespace nest
: clip(clip), speed(speed), time(time) {}

/**
* Advance time to calculate new pose.
* <p>You'd setupPoseData() first, then advanceTime.</p>
* You'd setupPoseData() first, then advanceTime().
* <p>Plus, this triggers AnimationEvent.</p>
*/
void advanceTime(float dt);
Expand Down
6 changes: 3 additions & 3 deletions include/AnimationRig.h
Original file line number Diff line number Diff line change
Expand Up @@ -28,13 +28,13 @@ namespace nest
std::vector<RigData> rigs;

/**
* Apply animation data to rigs vector.
* <p>You'd setupRigData() first, then applyAnimation.</p>
* Apply animation data to rig vector.
* <p>You'd setupRigData() first, then applyAnimation().</p>
*/
void applyAnimation(std::vector<PoseData> &poses);

/**
* Blend old new transforms and store them to target matrix for rendering.
* Blend old,new transforms and store them to target matrix for rendering.
* <p>You'd applyAnimation() first, then play it.</p>
*/
void displayAnimation(float dt);
Expand Down
13 changes: 0 additions & 13 deletions include/ContainerNode.h
Original file line number Diff line number Diff line change
Expand Up @@ -19,27 +19,14 @@ namespace nest

virtual ~ContainerNode();

/**
* If target object is MeshNode.
* <p>You'd call MeshNode's update function to update mesh's bounds and ocTree info.</p>
*/
void addChild(ObjectNode *object);

/**
* If target object is MeshNode.
* <p>You'd call MeshNode's update function to update mesh's bounds and ocTree info.</p>
*/
void removeChild(ObjectNode *object);

/**
* Update ContainerNode's transform by localMatrix.
*/
virtual void recompose(float dt = 1.0f);

/**
* Reload dispatch function to broadcast event to child objects.
*
* @param depthFirst Traverse the container with depth first order.
*/
virtual void dispatch(const Event *event, bool depthFirst);
};
Expand Down
6 changes: 4 additions & 2 deletions include/EventActor.h
Original file line number Diff line number Diff line change
@@ -1,10 +1,12 @@
#ifndef N3D_EVENTACTOR_H
#define N3D_EVENTACTOR_H

#include "EventDispatcher.h"

namespace nest
{
class Event;

class EventDispatcher;

class EventActor
{
public:
Expand Down
2 changes: 1 addition & 1 deletion include/EventDispatcher.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ namespace nest
virtual ~EventDispatcher();

/**
* Broadcast event, events are ided by their names.
* Broadcast event. Events are identified by their name.
*/
virtual void dispatch(const Event *event);

Expand Down
14 changes: 3 additions & 11 deletions include/Geometry.h
Original file line number Diff line number Diff line change
Expand Up @@ -27,9 +27,6 @@ namespace nest

std::string name;

/**
* Axis aligned bounding box.
*/
AABB bound;

GLfloat *vertexData, *uvData, *normalData, *tangentData, *weightsData;
Expand All @@ -47,19 +44,14 @@ namespace nest
*/
GLuint jointPerVertex;

/**
* When you change the lenght of vertexData.
* <p>You should make sure that it's uv/normal/tangent/indices/weights are in the right size or just delete and NULL them.</p>
*/
Geometry();

virtual ~Geometry();

/**
* Generate GeomBufferData object to store VAO for different render behaviour.
* <p>Call createVBOs(params) first, then use this func.</p>
* Call createVBOs(params) first, then use this.
*
* @param params Flags to id which of the data buffers should be attached to VAO.
* @param params Flags to id which data buffer should be attached to VAO.
*
* @see GeomParams
*/
Expand All @@ -68,7 +60,7 @@ namespace nest
/**
* Generate VBOs.
*
* @param params Flags to id which of the data buffers should be generated.
* @param params Flags to id which data buffer should be generated.
*
* @see GeomParams
*/
Expand Down
2 changes: 1 addition & 1 deletion include/IKSolver.h
Original file line number Diff line number Diff line change
Expand Up @@ -90,7 +90,7 @@ namespace nest
void initializeIKChain();

/**
* Update the IKJoint chain's transform from index.
* Update IKJoint chain's transform from index.
*/
void updateIKChain(int index);

Expand Down
9 changes: 3 additions & 6 deletions include/Joint.h
Original file line number Diff line number Diff line change
Expand Up @@ -21,23 +21,20 @@ namespace nest

Vector4 oldS, newS;

/**
* Local transform matrix. Store bone's transform info.
*/
Matrix4 localMatrix;

/**
* Combined transform matrix. Aka parent.combined * local.
* Parent.combined * local.
*/
Matrix4 combinedMatrix;

/**
* Offset matrix. Transform vertices into bone space.
* Transform vertices into bone space.
*/
Matrix4 offsetMatrix;

/**
* Final matrix. Aka combinedMatrix * offsetMatix.
* CombinedMatrix * offsetMatix.
*/
Matrix4 finalMatrix;

Expand Down
2 changes: 1 addition & 1 deletion include/Mesh.h
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ namespace nest
virtual ~Mesh();

/**
* Bind shader to this mesh. So we can use in in glsl.
* Bind shader to this mesh. So we can use it in in glsl.
*
* @param flag Delocation flag. True for auto delete.
*
Expand Down
5 changes: 1 addition & 4 deletions include/MeshNode.h
Original file line number Diff line number Diff line change
Expand Up @@ -35,9 +35,6 @@ namespace nest
public:

/**
* Set to true to sort visible meshNodes by alphaKey.
* <p>So that we can render mesh with alpha channels correctlly.</p>
*
* @see ContainerCulling
* @see OcTreeCulling
*/
Expand All @@ -58,7 +55,7 @@ namespace nest
OcTree *tree;

/**
* You take of it's delocation.
* You take care of it's delocation.
*/
Mesh *mesh;

Expand Down
2 changes: 1 addition & 1 deletion include/MeshParser.h
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ namespace nest
* <p>aiProcess_JoinIdenticalVertices, aiProcess_SortByPType</p>
* <p>See Assimp::Importer::ReadFile(pFile, pFlags).</p>
*
* @param file model file path.
* @param file Model file path.
* @param flags Options to control the decoding process.
*
* @return Returns false if there's something wrong here. Check MeshParser.error for details.
Expand Down
7 changes: 6 additions & 1 deletion include/MeshRender.h
Original file line number Diff line number Diff line change
Expand Up @@ -16,10 +16,15 @@ namespace nest
public:

/**
* Use this to select shader in mesh's shader map.
* Use this to identify shader in mesh's shader map.
*
* @see MeshNode
*/
std::string flag;

/**
* Number of draw calls.
*/
int numDraws, numTris, numVts;

MeshRender() : numDraws(0), numTris(0), numVts(0) {}
Expand Down
6 changes: 3 additions & 3 deletions include/ObjectCulling.h
Original file line number Diff line number Diff line change
Expand Up @@ -56,22 +56,22 @@ namespace nest
void create(float left, float right, float bottom, float top, float near, float far);

/**
* Test if taget point is in frustum.
* Test point's visiblity.
*
* @param p Point in view space.
*/
bool classifyPoint(const Vector4 &p);

/**
* Test if taget bounding sphere is in frustum.
* Test bounding sphere's visiblity.
*
* @param center Bounding sphere's center in view space.
* @param radius Bounding sphere's radius in view space.
*/
bool classifyBSphere(const Vector4 &center, float radius);

/**
* Test if taget axis aligned bounding box is in frustum.
* Test bounding box's visiblity.
*
* @param bound Axis aligned bounding box in view space.
*/
Expand Down
2 changes: 1 addition & 1 deletion include/OcTree.h
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ namespace nest
int depth;

/**
* Find the right location for mesh to settle in specific node.
* Find the right ocnode for mesh to settle.
*
* @param objMax Mesh's bound.max in world space.
* @param objMin Mesh's bound.min in world space.
Expand Down
1 change: 1 addition & 0 deletions source/EventDispatcher.cpp
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
#include <iterator>

#include "EventActor.h"
#include "EventDispatcher.h"

namespace nest
{
Expand Down

0 comments on commit 0335753

Please sign in to comment.