The feature is now templated on shape type, which makes it actually
useful, as it is possible to conveniently query shape parameters from
it. It has now non-templated base and ObjectShapeGroup operates only
with it.
This class now stores the tree in flat array, making it easier for user
to query the contents, but the internals are much more complicated. This
solution already reduces allocation count by count of nodes in the tree,
future work might remove the per-shape allocation altogether by using
large typeless array and placement-new etc.
Brain fart in 39348ddf06 (or probably f'ed
up merge conflict after crashed KDevelop while being interrupted for
lack of attention). Next time commit, stash and _then_ test.
Optimalizations in Corrade::TestSuite and Corrade::Utility::Debug leaded
to significant reduction of compilation time - on my machine it was
~5:38 before with building of unit tests enabled, now only ~5:00.
* In shader uniforms (projectionMatrix makes more sense than projection
alone)
* For underlying types for SceneGraph transformation. It is already
used in Drawable::clean() as transformationMatrix, so why not use it
also in AbstractFeature::clean(). Moreover, clean() could be in
future also done using something else, this helps to distinguish the
type just from parameter name.
* In Physics shapes - applyTransformationMatrix() (as it could be in
future also done using something else).
Functionality present in Object is now split into three main components:
* Object itself, handling parent/children relationships
* Transformation implementation and interfaces for common functionality
* Object features, providing transformation caching and base for
cameras, collision shapes, rigid bodies etc.
Some functionality depending on former implementation is temporarily
disabled and will be reworked later.
Current implementation provided logical operations as if it were boolean
operations, which is wrong. Booleans might (or might not) be implemented
in the future, but currently the logical are enough.
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.
Now we can use CORRADE_COMPARE() almost exclusively for comparing
Vector, Matrix instances and all containers from STL. Tests running time
for all 31 tests is now around 0.1 sec instead of two seconds like
before.
Disabled compilation of all benchmarks, because TestSuite cannot handle
them yet.
PKGBUILD from AUR now can shamelessly use check() function without
unnecessary dependencies.