Partially needed to avoid build breakages because Corrade itself
switched as well, partially because a cleanup is always good. Done
except for (STL-heavy) code that's deprecated or SceneGraph-related APIs
that are still quite full of STL as well.
Basically using the same idea as with the discrete version -- having the
second dimension dynamic, together with restricting the implementation to
just Float and Double.
According to the SubdivideRemoveDuplicatesBenchmark, this makes the
implementation slightly slower. I presume this is due to how minmax and
offsets are calculated which is quite cache-inefficient as it goes over
the same memory block multiple times. Added a TODO for later.
A breaking change, sorry, but I don't want to add yet another layer of
backwards compatibility on APIs that are in master for just a month or
so. This is a test for how many people actually use these APIs -- if
nobody complains, great!
Conflating the fuzzy operation with the discrete one wasn't a good idea,
as people could be unintentionally using the (slower) fuzzy variant on
data that could be easily deduplicated using the discrete variant. One
such case is in the icosphere primitive, and I'm going to look at that
right now.
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
It now returns new index array instead of operating on already existing
one and also custom vector size is removed. The internal implementation
is now much simpler and cleaner. The old way (but still without custom
vector size) is now alias to the new implementation, is marked as
deprecated and will be removed in future release.
Renamed the parameters and reworded the documentation so it doesn't talk
about vertices, but rather about generic floating-point vector data.
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.
Positions and normals have the same data, thus the data were simply
copied to positions and then moved to normals in return to save one
needless copying. However it seems that these two operations were
swapped by the compiler (C++ standard?) and thus there were no positions
to be copied.
Now explicitly creating copy of position array and then moving them in
return. While at it, renamed also `vertices` to `positions` to be
consistent with the rest of the engine. Also added simple (count only)
unit test to avoid this error in the future.
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.
Was causing improper implicit conversions, such as here (example
directly from unit tests, where it was unintentionally used):
Vector3 normal;
Matrix4 transformation;
auto transformedNormal = transformation*normal;
Not only that it was possible to multiply 4x4 matrix with 3-component
vector, but the resulting type was Point3D which was absolutely
confusing. Currently it must be explicitly converted:
transformedNormal = transformation*Point3D(normal);
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.
Vector4 doesn't set W component to one by default anymore, this is now
handled by Point*D itself. This finally allows creating of 2D primitives
and 2D position vectors without messing explicitly with Z = 1.
All classes which should use Point instead of Vector were updated to use
Point instead.
Magnum.h now doesn't include anything except OpenGL headers, thus
changes in Math library don't trigger recompilation of everything, but
only of things really depending on it.
Math constants moved to separate file for similar reasons, de-inlined
some functions to remove the need for some #includes.