Using header with forward declarations, containing declarations for all
classes with default parameters. The classes themselves don't have the
defaults.
This also allows users to more conveniently forward-declare instead of
digging in sources and writing the declarations on their own.
It was pain to type it with all the template parameters (`typename
AbstractCamera<dimensions, T>::AspectRatioPolicy`,
`Camera3D<>::AspectRatioPolicy::Extend`...) and it looked like it is
different for each camera template (which internally wasn't).
* Camera is now templated also on underlying floating-point type.
* Drawable objects can be split into groups (e.g. for separated
rendering of transparent objects)
* Added (long time missing) test for draw() function.
The downside of this is that the functions are now virtual, which makes
them slower than before. Maybe final qualifier would help?
AbstractObject::sceneObject() is marked as private in Object to avoid
confusion.
By default implemented using rotate() so transformation implementers
don't need to bother, but MatrixTransformation3D reimplements it using
optimized rotation functions.
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.
Extern template probably causes even inline functions to be
instantiated, because MinGW's GCC 4.7.0 then complains about conflicting
symbols, removing them fixes the issue.
Extern template is not necessary here, as the needed functions are
explicitly instantiated in source file only anyway and we don't care
about instantiation count of inline functions.
Lowecase didn't prove to be better, because Doxygen cannot implicitly
link to it and it collides with non-type template parameters and private
variables.
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.
* The user might not want to call Framebuffer::clear(), because there
could be something already rendered with another camera.
* The user might not want to call Framebuffer::setViewport(), because
there could be different framebuffer attached.
Currently moved only non-square functionality from Matrix there. Also
static constant members such as row/column count and size are now
lowercase, as they are variables, not types.
Resulting (debug) executables are ~100 kB smaller, all operations
which were previously logarithmic are now done in constant time and
the whole implementation is a lot simpler.