Making room for GenerateTangents in 3D, and keeping the 2D ones
consistent with 3D. Also renamed GenerateTextureCoords to
GenerateTextureCoordinates in the remaining places to be consistent with
naming in the rest of the APIs.
Now possible in all cases, except for grid, where the combination count
is too large to be practical, even more so with the introduction of
tangents in the future.
The internals don't use any std::vector anymore, only the icosphere
needs an std::unordered_map to do duplicate removal. Additionally, the
most simple primitives are now simply views on constant data,
being completely zero-allocation.
On a Mac this resulted in the dylib going down from 1.5 MB to 418 kB in
Debug, and from 129 kB to 90 kB in Release. Quite nice.
The tests are not ported away from MeshDataXD yet as I want to ensure
the behavior is *exactly* as before.
All functionality is now available through free functions. The classes
are now just deprecated wrappers and/or typedefs and will be removed in
some future release.
In order to have a seamless transition for all the plugins and potential
user code the original constructor was marked as deprecated and there is
a new constructor taking also the colors.
The final release doesn't have the issue with non-explicit
default std::vector constructor. Most of the conflicts resulted from
Mesh::Primitve -> MeshPrimitive refactoring.
This reverts commit c2ad09706e.
Conflicts:
src/Magnum/Primitives/Capsule.cpp
src/Magnum/Primitives/Circle.cpp
src/Magnum/Primitives/Crosshair.cpp
src/Magnum/Primitives/Cylinder.cpp
src/Magnum/Primitives/Icosphere.cpp
src/Magnum/Primitives/Implementation/WireframeSpheroid.cpp
src/Magnum/Primitives/Line.cpp
src/Magnum/Primitives/Plane.cpp
src/Magnum/Primitives/Square.cpp
src/Magnum/Primitives/UVSphere.cpp
src/Magnum/SceneGraph/Object.hpp
src/Magnum/Text/GlyphCache.cpp
src/Magnum/TextureTools/Atlas.cpp
src/Magnum/TextureTools/Test/AtlasTest.cpp
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.
Because we can't forward-declare class members we would need to include
whole Mesh (along with all OpenGL headers and other stuff) just to use
Primitive enum. The old Mesh::Primitive is now alias to new one, is
marked as deprecated and will be removed in future release.
The access methods assert that the user is querying only available data.
Also updated Primitives implementation to create MeshData when
everything is done, not creating empty MeshData and then shooting the
data through interface intended for end users.
Positions were originally done using Point2D/3D to simplify their
transformation using matrices and to some extent simplify their usage in
shaders. But now the disadvantages exceeded the advantages:
* They take 50% more for 2D positions and 33% more for 3D positions, as
last coordinate is always equal to 1, on the other hand when last
coordinate is errorneously not equal to 1 they have crazy behavior.
* Normalizing them or transforming them with anything else than with
matrices is PITA, as we need to strip the last component, do the
transformation, and then add the component back.
* All transformation handling classes (Complex, DualComplex,
Quaternion, DualQuaternion, Matrix3, Matrix4) now have convenience
functions for transforming points specified directly as
Vector2/Vector3 (and also for transforming vectors).
* When someone wants to use homogeneous coordinates with crazy last
component values, they can do so with plain Vector3 for 2D and
Vector4 for 3D and it will be less confusing than using Point2D/3D
which no important detail hidden.
In most cases the names aren't even supported/used and thus it is
wasteful to have them in all *Data classes. If the importer wants to
support them, it would reimplement *name() functions instead.
It only caused another maintenance burden and was confusing to users.
Now when scene graph is in SceneGraph namespace there is no need for
another grouping. Namespaces are (and should be) sufficient.
This reverts commit 79945ab6fc.
Conflicts:
src/BufferedImage.h
src/BufferedTexture.h
src/Framebuffer.h
src/Query.h
src/SceneGraph/Scene.h
While namespaces act for hierarchy, modules are something like "tags" -
usable when you want to check related classes of e.g. CubeMapTexture.
Not sure how to name module for Math and Physics namespaces and
Contexts/Trade, though.