Unlike Matrix3/Matrix4 these don't have any transformation-related
functions. Deprecated the old Matrix2 typedef, which is now replaced
with Matrix2x2 and will be removed in future release.
It is possible to do everything with Mesh::addInterleavedVertexBuffer().
Moreover Mesh::addVertexBuffer() was dependent on vertex count, which
was counterintuitive and not always what the user wants. Also in many
times I mistakenly used Mesh::addVertexBuffer() instead of
Mesh::addInterleavedVertexBuffer() and then spent endless hours trying
to figure out what is wrong. This is now over. Thanks, brain!
In 1.8.5 it is now possible to reference directly to enum member.
Hooray! Also added explicit @ref here and there, fixing some referencing
bugs along the way.
Every circle should consist of 40 lines, i.e. sphere should have 40
segments and 20 rings, capsule should have 40 segments and 10 rings per
hemisphere (=20 rings total).
The code is mostly copied and simplified from Capsule renderer. However,
it is such simplification that any attempt to reduce duplicate code
would result in much less maintainable thing.
In most cases just adapted to changes in root namespace and SceneGraph.
ForceRenderer now takes const reference to force vector and additionally
disallows passing rvalue to it.
Makes some cases less consistent (and some convenience shortcuts
impossible), but goes well with the attitude "don't use pointer when it
can't be null".
Use AbstractCamera<dimensions, T>, Drawable<dimensions, T> and
DrawableGroup<dimensions, T> like before and add two kinds of aliases
instead of only one: AbstractBasicCamera2D<T>/AbstractBasicCamera3D<T>,
BasicDrawable2D<T>/BasicDrawable3D<T> and
BasicDrawableGroup2D<T>/BasicDrawableGroup3D<T> for abstract type and
AbstractCamera2D/AbstractCamera3D, Drawable2D/Drawable3D and
DrawableGroup2D/DrawableGroup3D for Float.
Also fixed some find&replace errors in documentation and include guards.
Partially reverts commit a0d60bbaa7.
Use AbstractObject<dimensions, T> like before and add two kinds of
aliases instead of only one:
AbstractBasicObject2D<T>/AbstractBasicObject3D<T> for abstract type and
AbstractObject2D/AbstractObject2D for Float.
Makes it easier to use AbstractObject in templates of fixed dimensions
(e.g. Bullet integration, where it can now be written as
`AbstractBasicObject2D<btScalar>` instead of potentially confusing
`AbstractBasicObject<2, btScalar>`).
Partially reverts commit cfd405c32c.
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.
This allows to use those nice aliases even on GCC <= 4.6 without
resorting to verbose full name. Double and other types can be then
typedef'd as e.g. Camera3Dd or Camera3Di.
Inspired in STL, base templated class is renamed to BasicColor{3,4} and
typedef'd with Float type to Color{3, 4}. It is much nicer to write
this:
Color3(1.0f)
Color3::fromHSV(25.0_degf, 0.5f, 0.9f);
instead of this:
Color3<>(1.0f);
Color3<>::fromHSV(25.0_degf, 0.5f, 0.9f);
Now using const reference to the shape instead of non-const one, also
removed some duplicated code and unneeded includes from the switch,
these operations are done in renderer implementations themselves.