Merge branch 'master' into vulkan

Former-commit-id: 783e31e1f02fea8f9cd5080dc5295eead00ba1ce [formerly 7bf4eb3cc900923a8b3483b45e73333954a9c143] [formerly bd47f3386b2ccaa49ab5a45d874ebcdd653df81f [formerly 60494c4bdb49e4c3cfbdd97f048ee9e5b7b3a81d]]
Former-commit-id: eea148c75240307741b212eff37937ae325d323d [formerly df04c665b6bddd805665558928d8b16938c719fc]
Former-commit-id: f69cd1b0f1762bb2c4a289e553207adbd622ac5a
This commit is contained in:
Lynix 2016-09-15 00:45:22 +02:00
commit 9762acab62
149 changed files with 4906 additions and 1104 deletions

3
.gitignore vendored
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@ -10,6 +10,9 @@ tests/*.dll
tests/*.so
lib/*
# Example generated files
examples/bin/HardwareInfo.txt
# Feature page
build/scripts/features/index.html

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@ -776,7 +776,9 @@ WARN_LOGFILE =
# Note: If this tag is empty the current directory is searched.
INPUT = include \
src
src \
SDK/include \
SDK/src
# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses

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@ -6,7 +6,15 @@
namespace Ndk
{
///TODO: constexpr avec le C++14
/*!
* \ingroup NDK
* \brief Builds a component id based on a name
* \return Identifier for the component
*
* \param name Name to generate id from
*/
///TODO: constexpr with the C++14
template<unsigned int N>
ComponentId BuildComponentId(const char (&name)[N])
{
@ -19,18 +27,38 @@ namespace Ndk
return componentId;
}
/*!
* \ingroup NDK
* \brief Gets the component id of a component
* \return Identifier for the component
*/
template<typename ComponentType>
ComponentIndex GetComponentIndex()
{
return ComponentType::componentIndex;
}
/*!
* \ingroup NDK
* \brief Gets the system id of a system
* \return Identifier for the system
*/
template<typename SystemType>
SystemIndex GetSystemIndex()
{
return SystemType::systemIndex;
}
/*!
* \ingroup NDK
* \brief Initializes the a component
* \return Identifier for the component
*
* \param name Name to generate id from
*/
template<typename ComponentType, unsigned int N>
ComponentIndex InitializeComponent(const char (&name)[N])
{
@ -38,6 +66,12 @@ namespace Ndk
return ComponentType::componentIndex;
}
/*!
* \ingroup NDK
* \brief Initializes the a system
* \return Identifier for the system
*/
template<typename SystemType>
SystemIndex InitializeSystem()
{
@ -45,12 +79,26 @@ namespace Ndk
return SystemType::systemIndex;
}
/*!
* \brief Checks whether the parameter is a component
* \return true If it is the case
*
* \param component Component to check
*/
template<typename ComponentType, typename C>
bool IsComponent(C& component)
{
return component.GetIndex() == GetComponentIndex<ComponentType>();
}
/*!
* \brief Checks whether the parameter is a system
* \return true If it is the case
*
* \param system System to check
*/
template<typename SystemType, typename S>
bool IsSystem(S& system)
{

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@ -8,18 +8,35 @@
#define NDK_APPLICATION_HPP
#include <NDK/Prerequesites.hpp>
#include <NDK/EntityOwner.hpp>
#include <NDK/World.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Utility/Window.hpp>
#include <map>
#include <list>
#include <set>
#include <vector>
#ifndef NDK_SERVER
#include <NDK/Console.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Lua/LuaInstance.hpp>
#include <Nazara/Graphics/TextSprite.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Utility/Window.hpp>
#endif
namespace Ndk
{
class NDK_API Application
{
public:
#ifndef NDK_SERVER
struct ConsoleOverlay;
struct FPSCounterOverlay;
#endif
inline Application();
Application(int argc, char* argv[]);
Application(const Application&) = delete;
Application(Application&&) = delete;
inline ~Application();
@ -29,8 +46,27 @@ namespace Ndk
#endif
template<typename... Args> World& AddWorld(Args&&... args);
#ifndef NDK_SERVER
inline void EnableConsole(bool enable);
inline void EnableFPSCounter(bool enable);
inline ConsoleOverlay& GetConsoleOverlay(std::size_t windowIndex = 0U);
inline FPSCounterOverlay& GetFPSCounterOverlay(std::size_t windowIndex = 0U);
#endif
inline const std::set<Nz::String>& GetOptions() const;
inline const std::map<Nz::String, Nz::String>& GetParameters() const;
inline float GetUpdateTime() const;
inline bool HasOption(const Nz::String& option) const;
inline bool HasParameter(const Nz::String& key, Nz::String* value) const;
#ifndef NDK_SERVER
inline bool IsConsoleEnabled() const;
inline bool IsFPSCounterEnabled() const;
#endif
bool Run();
#ifndef NDK_SERVER
@ -44,13 +80,63 @@ namespace Ndk
inline static Application* Instance();
#ifndef NDK_SERVER
struct ConsoleOverlay
{
std::unique_ptr<Console> console;
Nz::LuaInstance lua;
NazaraSlot(Nz::EventHandler, OnEvent, eventSlot);
NazaraSlot(Nz::EventHandler, OnKeyPressed, keyPressedSlot);
NazaraSlot(Nz::RenderTarget, OnRenderTargetSizeChange, resizedSlot);
NazaraSlot(Nz::Log, OnLogWrite, logSlot);
};
struct FPSCounterOverlay
{
Nz::TextSpriteRef sprite;
EntityOwner entity;
float elapsedTime = 0.f;
unsigned int frameCount = 0;
};
#endif
private:
#ifndef NDK_SERVER
std::vector<std::unique_ptr<Nz::Window>> m_windows;
enum OverlayFlags
{
OverlayFlags_Console = 0x1,
OverlayFlags_FPSCounter = 0x2
};
struct WindowInfo
{
inline WindowInfo(std::unique_ptr<Nz::Window>&& window);
Nz::RenderTarget* renderTarget;
std::unique_ptr<Nz::Window> window;
std::unique_ptr<ConsoleOverlay> console;
std::unique_ptr<FPSCounterOverlay> fpsCounter;
std::unique_ptr<World> overlayWorld;
};
void SetupConsole(WindowInfo& info);
void SetupFPSCounter(WindowInfo& info);
void SetupOverlay(WindowInfo& info);
template<typename T> void SetupWindow(WindowInfo& info, T* renderTarget, std::true_type /*isRenderTarget*/);
template<typename T> void SetupWindow(WindowInfo& /*info*/, T* /*renderTarget*/, std::false_type /*isNotRenderTarget*/);
std::vector<WindowInfo> m_windows;
#endif
std::map<Nz::String, Nz::String> m_parameters;
std::set<Nz::String> m_options;
std::list<World> m_worlds;
Nz::Clock m_updateClock;
#ifndef NDK_SERVER
Nz::UInt32 m_overlayFlags;
bool m_exitOnClosedWindows;
#endif
bool m_shouldQuit;

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@ -2,14 +2,23 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Application.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <type_traits>
#include <NDK/Sdk.hpp>
namespace Ndk
{
/*!
* \brief Constructs an Application object without passing command-line arguments
*
* This calls Sdk::Initialize()
*
* \remark Only one Application instance can exist at a time
*/
inline Application::Application() :
#ifndef NDK_SERVER
m_overlayFlags(0U),
m_exitOnClosedWindows(true),
#endif
m_shouldQuit(false),
@ -24,6 +33,11 @@ namespace Ndk
Sdk::Initialize();
}
/*!
* \brief Destructs the application object
*
* This destroy all worlds and windows and then calls Sdk::Uninitialize
*/
inline Application::~Application()
{
m_worlds.clear();
@ -31,24 +45,43 @@ namespace Ndk
m_windows.clear();
#endif
// Libération du SDK
// Free of SDK
Sdk::Uninitialize();
// Libération automatique des modules
// Automatic free of modules
s_application = nullptr;
}
/*!
* \brief Adds a window to the application
* \return A reference to the newly created windows
*
* \param args Arguments used to create the window
*/
#ifndef NDK_SERVER
template<typename T, typename... Args>
T& Application::AddWindow(Args&&... args)
{
static_assert(std::is_base_of<Nz::Window, T>::value, "Type must inherit Window");
m_windows.emplace_back(new T(std::forward<Args>(args)...));
return static_cast<T&>(*m_windows.back().get());
m_windows.emplace_back(std::make_unique<T>(std::forward<Args>(args)...));
WindowInfo& info = m_windows.back();
T& window = static_cast<T&>(*info.window.get()); //< Warning: ugly
SetupWindow(info, &window, std::is_base_of<Nz::RenderTarget, T>());
return window;
}
#endif
/*!
* \brief Adds a world to the application
* \return A reference to the newly created world
*
* \param args Arguments used to create the world
*/
template<typename... Args>
World& Application::AddWorld(Args&&... args)
{
@ -56,11 +89,241 @@ namespace Ndk
return m_worlds.back();
}
/*!
* \brief Enable/disable debug console
*
* \param enable Should the console overlay be enabled
*/
#ifndef NDK_SERVER
inline void Application::EnableConsole(bool enable)
{
if (enable != ((m_overlayFlags & OverlayFlags_Console) != 0))
{
if (enable)
{
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
SetupOverlay(info);
}
for (WindowInfo& info : m_windows)
{
if (info.renderTarget)
SetupConsole(info);
}
m_overlayFlags |= OverlayFlags_Console;
}
else
{
for (WindowInfo& info : m_windows)
info.console.reset();
m_overlayFlags &= ~OverlayFlags_Console;
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
info.overlayWorld.reset();
}
}
}
}
#endif
/*!
* \brief Enable/disable debug FPS counter
*
* \param enable Should the FPS counter be displayed
*/
#ifndef NDK_SERVER
inline void Application::EnableFPSCounter(bool enable)
{
if (enable != ((m_overlayFlags & OverlayFlags_FPSCounter) != 0))
{
if (enable)
{
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
SetupOverlay(info);
}
for (WindowInfo& info : m_windows)
{
if (info.renderTarget)
SetupFPSCounter(info);
}
m_overlayFlags |= OverlayFlags_FPSCounter;
}
else
{
for (WindowInfo& info : m_windows)
info.fpsCounter.reset();
m_overlayFlags &= ~OverlayFlags_FPSCounter;
if (m_overlayFlags == 0)
{
for (WindowInfo& info : m_windows)
info.overlayWorld.reset();
}
}
}
}
#endif
/*!
* \brief Gets the console overlay for a specific window
*
* \param windowIndex Index of the window to get
*
* \remark The console overlay must be enabled
*
* \return A reference to the console overlay of the window
*
* \see IsConsoleOverlayEnabled
*/
#ifndef NDK_SERVER
inline Application::ConsoleOverlay& Application::GetConsoleOverlay(std::size_t windowIndex)
{
NazaraAssert(m_overlayFlags & OverlayFlags_Console, "Console overlay is not enabled");
NazaraAssert(windowIndex <= m_windows.size(), "Window index is out of range");
return *m_windows[windowIndex].console;
}
#endif
/*!
* \brief Gets the console overlay for a specific window
*
* \param windowIndex Index of the window to get
*
* \remark The console overlay must be enabled
*
* \return A reference to the console overlay of the window
*
* \see IsFPSCounterEnabled
*/
#ifndef NDK_SERVER
inline Application::FPSCounterOverlay& Application::GetFPSCounterOverlay(std::size_t windowIndex)
{
NazaraAssert(m_overlayFlags & OverlayFlags_FPSCounter, "FPS counter overlay is not enabled");
NazaraAssert(windowIndex <= m_windows.size(), "Window index is out of range");
return *m_windows[windowIndex].fpsCounter;
}
#endif
/*!
* \brief Gets the options used to start the application
*
* Options are defined as "-optionName" in command-line and are always lower-case
*
* \return Command-line options
*/
inline const std::set<Nz::String>& Application::GetOptions() const
{
return m_options;
}
/*!
* \brief Gets the parameters used to start the application
*
* Parameters are defined as "-key=value" in command-line, their key is lower-case but value capitals are kept.
*
* \return Command-line parameters
*/
inline const std::map<Nz::String, Nz::String>& Application::GetParameters() const
{
return m_parameters;
}
/*!
* \brief Gets the update time of the application
* \return Update rate
*/
inline float Application::GetUpdateTime() const
{
return m_updateTime;
}
/*!
* \brief Query for a command-line option
*
* \param option Option name
*
* \remark option must be lower-case
*
* \return True if option is present
*
* \see GetOptions
*/
inline bool Application::HasOption(const Nz::String& option) const
{
return m_options.count(option) != 0;
}
/*!
* \brief Query for a command-line option
*
* \param key Parameter name
* \param value Optional string to receive the parameter value
*
* \remark key must be lower-case
*
* \return True if parameter is present
*
* \see GetParameters
*/
inline bool Application::HasParameter(const Nz::String& key, Nz::String* value) const
{
auto it = m_parameters.find(key);
if (it == m_parameters.end())
return false;
if (value)
*value = it->second;
return true;
}
/*!
* \brief Checks if the console overlay is enabled
*
* \remark This has nothing to do with the visibility state of the console
*
* \return True if the console overlay is enabled
*
* \see GetConsoleOverlay
*/
#ifndef NDK_SERVER
inline bool Application::IsConsoleEnabled() const
{
return (m_overlayFlags & OverlayFlags_Console) != 0;
}
#endif
/*!
* \brief Checks if the FPS counter overlay is enabled
* \return True if the FPS counter overlay is enabled
*
* \see GetFPSCounterOverlay
*/
#ifndef NDK_SERVER
inline bool Application::IsFPSCounterEnabled() const
{
return (m_overlayFlags & OverlayFlags_FPSCounter) != 0;
}
#endif
/*!
* \brief Makes the application exit when there's no more open window
*
* \param exitOnClosedWindows Should exit be called when no more window is open
*/
#ifndef NDK_SERVER
inline void Application::MakeExitOnLastWindowClosed(bool exitOnClosedWindows)
{
@ -68,13 +331,52 @@ namespace Ndk
}
#endif
/*!
* \brief Quits the application
*/
inline void Application::Quit()
{
m_shouldQuit = true;
}
/*!
* \brief Gets the singleton instance of the application
* \return Singleton application
*/
inline Application* Application::Instance()
{
return s_application;
}
#ifndef NDK_SERVER
template<typename T>
inline void Application::SetupWindow(WindowInfo& info, T* renderTarget, std::true_type)
{
info.renderTarget = renderTarget;
if (m_overlayFlags)
{
SetupOverlay(info);
if (m_overlayFlags & OverlayFlags_Console)
SetupConsole(info);
if (m_overlayFlags & OverlayFlags_FPSCounter)
SetupFPSCounter(info);
}
}
template<typename T>
inline void Application::SetupWindow(WindowInfo&, T*, std::false_type)
{
}
inline Application::WindowInfo::WindowInfo(std::unique_ptr<Nz::Window>&& window) :
window(std::move(window)),
renderTarget(nullptr)
{
}
#endif
}

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@ -27,7 +27,7 @@ namespace Ndk
BaseComponent(BaseComponent&&) = default;
virtual ~BaseComponent();
virtual BaseComponent* Clone() const = 0;
virtual std::unique_ptr<BaseComponent> Clone() const = 0;
ComponentIndex GetIndex() const;

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@ -7,34 +7,60 @@
namespace Ndk
{
/*!
* \brief Constructs a BaseComponent object with an index
*
* \param index Index of the component
*/
inline BaseComponent::BaseComponent(ComponentIndex index) :
m_componentIndex(index),
m_entity(nullptr)
{
}
/*!
* \brief Gets the index of the component
* \return Index of the component
*/
inline ComponentIndex BaseComponent::GetIndex() const
{
return m_componentIndex;
}
/*!
* \brief Gets the maximal index of the components
* \return Index of the maximal component
*/
inline ComponentIndex BaseComponent::GetMaxComponentIndex()
{
return static_cast<ComponentIndex>(s_entries.size());
}
/*!
* \brief Registers a component
* \return Index of the registered component
*
* \param id Index of the component
* \param factory Factory to create the component
*
* \remark Produces a NazaraAssert if the identifier is already in use
*/
inline ComponentIndex BaseComponent::RegisterComponent(ComponentId id, Factory factoryFunc)
{
// Nous allons rajouter notre composant à la fin
// We add our component to the end
ComponentIndex index = static_cast<ComponentIndex>(s_entries.size());
s_entries.resize(index + 1);
// On récupère et on affecte
// We retrieve it and affect it
ComponentEntry& entry = s_entries.back();
entry.factory = factoryFunc;
entry.id = id;
// Une petite assertion pour s'assurer que l'identifiant n'est pas déjà utilisé
// We ensure that id is not already in use
NazaraAssert(s_idToIndex.find(id) == s_idToIndex.end(), "This id is already in use");
s_idToIndex[id] = index;
@ -42,6 +68,10 @@ namespace Ndk
return index;
}
/*!
* \brief Sets the entity on which the component operates
*/
inline void BaseComponent::SetEntity(Entity* entity)
{
if (m_entity != entity)
@ -55,12 +85,21 @@ namespace Ndk
}
}
/*!
* \brief Initializes the BaseComponent
* \return true
*/
inline bool BaseComponent::Initialize()
{
// Rien à faire
// Nothing to do
return true;
}
/*!
* \brief Uninitializes the BaseComponent
*/
inline void BaseComponent::Uninitialize()
{
s_entries.clear();

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@ -29,7 +29,7 @@ namespace Ndk
inline void Enable(bool enable = true);
virtual BaseSystem* Clone() const = 0;
virtual std::unique_ptr<BaseSystem> Clone() const = 0;
bool Filters(const Entity* entity) const;

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@ -8,6 +8,12 @@
namespace Ndk
{
/*!
* \brief Constructs a BaseSystem object with an index
*
* \param systemId Index of the system
*/
inline BaseSystem::BaseSystem(SystemIndex systemId) :
m_updateEnabled(true),
m_systemIndex(systemId)
@ -15,6 +21,12 @@ namespace Ndk
SetUpdateRate(30);
}
/*!
* \brief Constructs a BaseSystem object by copy semantic
*
* \param system System to copy
*/
inline BaseSystem::BaseSystem(const BaseSystem& system) :
m_excludedComponents(system.m_excludedComponents),
m_requiredComponents(system.m_requiredComponents),
@ -25,36 +37,74 @@ namespace Ndk
{
}
/*!
* \brief Enables the system
*
* \param enable Should the system be enabled
*/
inline void BaseSystem::Enable(bool enable)
{
m_updateEnabled = enable;
}
/*!
* \brief Gets every entities that system handle
* \return A constant reference to the list of entities
*/
inline const std::vector<EntityHandle>& BaseSystem::GetEntities() const
{
return m_entities;
}
/*!
* \brief Gets the index of the system
* \return Index of the system
*/
inline SystemIndex BaseSystem::GetIndex() const
{
return m_systemIndex;
}
/*!
* \brief Gets the rate of update for the system
* \return Update rate
*/
inline float BaseSystem::GetUpdateRate() const
{
return (m_updateRate > 0.f) ? 1.f / m_updateRate : 0.f;
}
/*!
* \brief Gets the world on which the system operate
* \return World in which the system is
*/
inline World& BaseSystem::GetWorld() const
{
return *m_world;
}
/*!
* \brief Checks whether or not the system is enabled
* \return true If it is the case
*/
inline bool BaseSystem::IsEnabled() const
{
return m_updateEnabled;
}
/*!
* \brief Checks whether or not the system has the entity
* \return true If it is the case
*
* \param entity Pointer to the entity
*/
inline bool BaseSystem::HasEntity(const Entity* entity) const
{
if (!entity)
@ -63,12 +113,24 @@ namespace Ndk
return m_entityBits.UnboundedTest(entity->GetId());
}
/*!
* \brief Sets the rate of update for the system
*
* \param updatePerSecond Update rate, 0 means as much as possible
*/
inline void BaseSystem::SetUpdateRate(float updatePerSecond)
{
m_updateCounter = 0.f;
m_updateRate = (updatePerSecond > 0.f) ? 1.f / updatePerSecond : 0.f; // 0.f means no limit
}
/*!
* \brief Updates the system
*
* \param elapsedTime Delta time used for the update
*/
inline void BaseSystem::Update(float elapsedTime)
{
if (!IsEnabled())
@ -88,6 +150,10 @@ namespace Ndk
OnUpdate(elapsedTime);
}
/*!
* \brief Excludes some component from the system
*/
template<typename ComponentType>
void BaseSystem::Excludes()
{
@ -96,6 +162,10 @@ namespace Ndk
ExcludesComponent(GetComponentIndex<ComponentType>());
}
/*!
* \brief Excludes some components from the system
*/
template<typename ComponentType1, typename ComponentType2, typename... Rest>
void BaseSystem::Excludes()
{
@ -103,16 +173,31 @@ namespace Ndk
Excludes<ComponentType2, Rest...>();
}
/*!
* \brief Excludes some component from the system by index
*
* \param index Index of the component
*/
inline void BaseSystem::ExcludesComponent(ComponentIndex index)
{
m_excludedComponents.UnboundedSet(index);
}
/*!
* \brief Gets the next index for the system
* \return Next unique index for the system
*/
inline SystemIndex BaseSystem::GetNextIndex()
{
return s_nextIndex++;
}
/*!
* \brief Requires some component from the system
*/
template<typename ComponentType>
void BaseSystem::Requires()
{
@ -121,6 +206,10 @@ namespace Ndk
RequiresComponent(GetComponentIndex<ComponentType>());
}
/*!
* \brief Requires some components from the system
*/
template<typename ComponentType1, typename ComponentType2, typename... Rest>
void BaseSystem::Requires()
{
@ -128,11 +217,21 @@ namespace Ndk
Requires<ComponentType2, Rest...>();
}
/*!
* \brief Requires some component for the system by index
*
* \param index Index of the component
*/
inline void BaseSystem::RequiresComponent(ComponentIndex index)
{
m_requiredComponents.UnboundedSet(index);
}
/*!
* \brief Requires any component from the system
*/
template<typename ComponentType>
void BaseSystem::RequiresAny()
{
@ -141,6 +240,10 @@ namespace Ndk
RequiresAnyComponent(GetComponentIndex<ComponentType>());
}
/*!
* \brief Requires any components from the system
*/
template<typename ComponentType1, typename ComponentType2, typename... Rest>
void BaseSystem::RequiresAny()
{
@ -148,11 +251,25 @@ namespace Ndk
RequiresAny<ComponentType2, Rest...>();
}
/*!
* \brief Requires any component for the system by index
*
* \param index Index of the component
*/
inline void BaseSystem::RequiresAnyComponent(ComponentIndex index)
{
m_requiredAnyComponents.UnboundedSet(index);
}
/*!
* \brief Adds an entity to a system
*
* \param entity Pointer to the entity
*
* \remark Produces a NazaraAssert if entity is invalid
*/
inline void BaseSystem::AddEntity(Entity* entity)
{
NazaraAssert(entity, "Invalid entity");
@ -165,6 +282,14 @@ namespace Ndk
OnEntityAdded(entity);
}
/*!
* \brief Removes an entity to a system
*
* \param entity Pointer to the entity
*
* \remark Produces a NazaraAssert if entity is invalid
*/
inline void BaseSystem::RemoveEntity(Entity* entity)
{
NazaraAssert(entity, "Invalid entity");
@ -172,16 +297,25 @@ namespace Ndk
auto it = std::find(m_entities.begin(), m_entities.end(), *entity);
NazaraAssert(it != m_entities.end(), "Entity is not part of this system");
// Pour éviter de déplacer beaucoup de handles, on swap le dernier avec celui à supprimer
// To avoid moving a lot of handles, we swap and pop
std::swap(*it, m_entities.back());
m_entities.pop_back(); // On le sort du vector
m_entities.pop_back(); // We get it out of the vector
m_entityBits.Reset(entity->GetId());
entity->UnregisterSystem(m_systemIndex);
OnEntityRemoved(entity); // Et on appelle le callback
OnEntityRemoved(entity); // And we alert our callback
}
/*!
* \brief Validates an entity to a system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*
* \remark Produces a NazaraAssert if entity is invalid or if system does not hold this entity
*/
inline void BaseSystem::ValidateEntity(Entity* entity, bool justAdded)
{
NazaraAssert(entity, "Invalid entity");
@ -190,11 +324,20 @@ namespace Ndk
OnEntityValidation(entity, justAdded);
}
/*!
* \brief Sets the world on which the system operates
*/
inline void BaseSystem::SetWorld(World* world) noexcept
{
m_world = world;
}
/*!
* \brief Initializes the BaseSystem
* \return true
*/
inline bool BaseSystem::Initialize()
{
s_nextIndex = 0;
@ -202,6 +345,10 @@ namespace Ndk
return true;
}
/*!
* \brief Uninitializes the BaseSystem
*/
inline void BaseSystem::Uninitialize()
{
// Nothing to do

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@ -18,7 +18,7 @@ namespace Ndk
Component();
virtual ~Component();
BaseComponent* Clone() const override;
std::unique_ptr<BaseComponent> Clone() const override;
static ComponentIndex RegisterComponent(ComponentId id);

View File

@ -7,6 +7,18 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Component<ComponentType>
* \brief NDK class that represents a component for an entity which interacts with a system
*
* \remark This class is meant to be derived as CRTP: "Component<Subtype>"
*/
/*!
* \brief Constructs a Component object by default
*/
template<typename ComponentType>
Component<ComponentType>::Component() :
BaseComponent(GetComponentIndex<ComponentType>())
@ -16,19 +28,30 @@ namespace Ndk
template<typename ComponentType>
Component<ComponentType>::~Component() = default;
/*!
* \brief Clones the component
* \return The clone newly created
*
* \remark The component to clone should be trivially copy constructible
*/
template<typename ComponentType>
BaseComponent* Component<ComponentType>::Clone() const
std::unique_ptr<BaseComponent> Component<ComponentType>::Clone() const
{
///FIXME: Pas encore supporté par GCC (4.9.2)
//static_assert(std::is_trivially_copy_constructible<ComponentType>::value, "ComponentType must be copy-constructible");
return new ComponentType(static_cast<const ComponentType&>(*this));
return std::make_unique<ComponentType>(static_cast<const ComponentType&>(*this));
}
/*!
* \brief Registers the component by assigning it an index
*/
template<typename ComponentType>
ComponentIndex Component<ComponentType>::RegisterComponent(ComponentId id)
{
// On utilise les lambda pour créer une fonction factory
//We use the lambda to create a factory function
auto factory = []() -> BaseComponent*
{
return nullptr; //< Temporary workaround to allow non-default-constructed components, will be updated for serialization
@ -38,11 +61,15 @@ namespace Ndk
return BaseComponent::RegisterComponent(id, factory);
}
/*!
* \brief Registers the component by assigning it an index based on the name
*/
template<typename ComponentType>
template<unsigned int N>
ComponentIndex Component<ComponentType>::RegisterComponent(const char (&name)[N])
{
// On récupère la chaîne de caractère sous la forme d'un nombre qui servira d'identifiant unique
// We convert the string to a number which will be used as unique identifier
ComponentId id = BuildComponentId(name);
return RegisterComponent(id);
}

View File

@ -8,6 +8,10 @@
namespace Ndk
{
/*!
* \brief Constructs an CameraComponent object by default
*/
inline CameraComponent::CameraComponent() :
m_projectionType(Nz::ProjectionType_Perspective),
m_targetRegion(0.f, 0.f, 1.f, 1.f),
@ -25,6 +29,12 @@ namespace Ndk
{
}
/*!
* \brief Constructs a CameraComponent object by copy semantic
*
* \param camera CameraComponent to copy
*/
inline CameraComponent::CameraComponent(const CameraComponent& camera) :
Component(camera),
AbstractViewer(camera),
@ -45,30 +55,51 @@ namespace Ndk
SetTarget(camera.m_target);
}
/*!
* \brief Ensures the frustum is up to date
*/
inline void CameraComponent::EnsureFrustumUpdate() const
{
if (!m_frustumUpdated)
UpdateFrustum();
}
/*!
* \brief Ensures the projection matrix is up to date
*/
inline void CameraComponent::EnsureProjectionMatrixUpdate() const
{
if (!m_projectionMatrixUpdated)
UpdateProjectionMatrix();
}
/*!
* \brief Ensures the view matrix is up to date
*/
inline void CameraComponent::EnsureViewMatrixUpdate() const
{
if (!m_viewMatrixUpdated)
UpdateViewMatrix();
}
/*!
* \brief Ensures the view port is up to date
*/
inline void CameraComponent::EnsureViewportUpdate() const
{
if (!m_viewportUpdated)
UpdateViewport();
}
/*!
* \brief Gets the aspect ratio of the camera
* \return Aspect ratio of the camera
*/
inline float CameraComponent::GetAspectRatio() const
{
EnsureViewportUpdate();
@ -76,11 +107,21 @@ namespace Ndk
return m_aspectRatio;
}
/*!
* \brief Gets the field of view of the camera
* \return Field of view of the camera
*/
inline float CameraComponent::GetFOV() const
{
return m_fov;
}
/*!
* \brief Gets the frutum of the camera
* \return A constant reference to the frustum of the camera
*/
inline const Nz::Frustumf& CameraComponent::GetFrustum() const
{
EnsureFrustumUpdate();
@ -88,11 +129,21 @@ namespace Ndk
return m_frustum;
}
/*!
* \brief Gets the layer of the camera
* \return Layer of the camera
*/
inline unsigned int CameraComponent::GetLayer() const
{
return m_layer;
}
/*!
* \brief Gets the projection matrix of the camera
* \return A constant reference to the projection matrix of the camera
*/
inline const Nz::Matrix4f& CameraComponent::GetProjectionMatrix() const
{
EnsureProjectionMatrixUpdate();
@ -100,26 +151,51 @@ namespace Ndk
return m_projectionMatrix;
}
/*!
* \brief Gets the projection type of the camera
* \return Projection type of the camera
*/
inline Nz::ProjectionType CameraComponent::GetProjectionType() const
{
return m_projectionType;
}
/*!
* \brief Gets the size of the camera
* \return Size of the camera
*/
inline const Nz::Vector2f & CameraComponent::GetSize() const
{
return m_size;
}
/*!
* \brief Gets the target of the camera
* \return A constant reference to the render target of the camera
*/
inline const Nz::RenderTarget* CameraComponent::GetTarget() const
{
return m_target;
}
/*!
* \brief Gets the target region of the camera
* \return A constant reference to the target region of the camera
*/
inline const Nz::Rectf& CameraComponent::GetTargetRegion() const
{
return m_targetRegion;
}
/*!
* \brief Gets the view matrix of the camera
* \return A constant reference to the view matrix of the camera
*/
inline const Nz::Matrix4f& CameraComponent::GetViewMatrix() const
{
EnsureViewMatrixUpdate();
@ -127,6 +203,11 @@ namespace Ndk
return m_viewMatrix;
}
/*!
* \brief Gets the view port of the camera
* \return A constant reference to the view port of the camera
*/
inline const Nz::Recti& CameraComponent::GetViewport() const
{
EnsureViewportUpdate();
@ -134,16 +215,34 @@ namespace Ndk
return m_viewport;
}
/*!
* \brief Gets the Z far distance of the camera
* \return Z far distance of the camera
*/
inline float CameraComponent::GetZFar() const
{
return m_zFar;
}
/*!
* \brief Gets the Z near distance of the camera
* \return Z near distance of the camera
*/
inline float CameraComponent::GetZNear() const
{
return m_zNear;
}
/*!
* \brief Sets the field of view of the camera
*
* \param fov Field of view of the camera
*
* \remark Produces a NazaraAssert if angle is zero
*/
inline void CameraComponent::SetFOV(float fov)
{
NazaraAssert(!Nz::NumberEquals(fov, 0.f), "FOV must be different from zero");
@ -152,6 +251,12 @@ namespace Ndk
InvalidateProjectionMatrix();
}
/*!
* \brief Sets the projection type of the camera
*
* \param projectionType Projection type of the camera
*/
inline void CameraComponent::SetProjectionType(Nz::ProjectionType projectionType)
{
m_projectionType = projectionType;
@ -159,6 +264,12 @@ namespace Ndk
InvalidateProjectionMatrix();
}
/*!
* \brief Sets the size of the camera
*
* \param size Size of the camera
*/
inline void CameraComponent::SetSize(const Nz::Vector2f& size)
{
m_size = size;
@ -166,11 +277,24 @@ namespace Ndk
InvalidateProjectionMatrix();
}
/*!
* \brief Sets the size of the camera
*
* \param width Size in X of the camera
* \param height Size in Y of the camera
*/
inline void CameraComponent::SetSize(float width, float height)
{
SetSize({width, height});
}
/*!
* \brief Sets the target of the camera
*
* \param renderTarget A constant reference to the render target of the camera
*/
inline void CameraComponent::SetTarget(const Nz::RenderTarget* renderTarget)
{
m_target = renderTarget;
@ -186,6 +310,12 @@ namespace Ndk
}
}
/*!
* \brief Sets the target region of the camera
*
* \param region A constant reference to the target region of the camera
*/
inline void CameraComponent::SetTargetRegion(const Nz::Rectf& region)
{
m_targetRegion = region;
@ -193,17 +323,31 @@ namespace Ndk
InvalidateViewport();
}
/*!
* \brief Sets the view port of the camera
*
* \param viewport A constant reference to the view port of the camera
*
* \remark Produces a NazaraAssert if the camera has no target
*/
inline void CameraComponent::SetViewport(const Nz::Recti& viewport)
{
NazaraAssert(m_target, "Component has no render target");
// On calcule la région nécessaire pour produire ce viewport avec la taille actuelle de la cible
// We compute the region necessary to make this view port with the actual size of the target
float invWidth = 1.f / m_target->GetWidth();
float invHeight = 1.f / m_target->GetHeight();
SetTargetRegion(Nz::Rectf(invWidth * viewport.x, invHeight * viewport.y, invWidth * viewport.width, invHeight * viewport.height));
}
/*!
* \brief Sets the Z far distance of the camera
*
* \param zFar Z far distance of the camera
*/
inline void CameraComponent::SetZFar(float zFar)
{
m_zFar = zFar;
@ -211,6 +355,14 @@ namespace Ndk
InvalidateProjectionMatrix();
}
/*!
* \brief Sets the Z near distance of the camera
*
* \param zNear Z near distance of the camera
*
* \remark Produces a NazaraAssert if zNear is zero
*/
inline void CameraComponent::SetZNear(float zNear)
{
NazaraAssert(!Nz::NumberEquals(zNear, 0.f), "zNear cannot be zero");
@ -219,23 +371,39 @@ namespace Ndk
InvalidateProjectionMatrix();
}
/*!
* \brief Invalidates the frustum
*/
inline void CameraComponent::InvalidateFrustum() const
{
m_frustumUpdated = false;
}
/*!
* \brief Invalidates the projection matrix
*/
inline void CameraComponent::InvalidateProjectionMatrix() const
{
m_frustumUpdated = false;
m_projectionMatrixUpdated = false;
}
/*!
* \brief Invalidates the view matrix
*/
inline void CameraComponent::InvalidateViewMatrix() const
{
m_frustumUpdated = false;
m_viewMatrixUpdated = false;
}
/*!
* \brief Invalidates the view port
*/
inline void CameraComponent::InvalidateViewport() const
{
m_frustumUpdated = false;

View File

@ -9,23 +9,47 @@
namespace Ndk
{
/*!
* \brief Constructs a CollisionComponent object with a geometry
*
* \param geom Reference to a geometry symbolizing the entity
*/
inline CollisionComponent::CollisionComponent(Nz::PhysGeomRef geom) :
m_geom(std::move(geom)),
m_bodyUpdated(false)
{
}
/*!
* \brief Constructs a CollisionComponent object by copy semantic
*
* \param collision CollisionComponent to copy
*/
inline CollisionComponent::CollisionComponent(const CollisionComponent& collision) :
m_geom(collision.m_geom),
m_bodyUpdated(false)
{
}
/*!
* \brief Gets the geometry representing the entity
* \return A constant reference to the physics geometry
*/
inline const Nz::PhysGeomRef& CollisionComponent::GetGeom() const
{
return m_geom;
}
/*!
* \brief Assigns the geometry to this component
* \return A reference to this
*
* \param geom Reference to a geometry symbolizing the entity
*/
inline CollisionComponent& CollisionComponent::operator=(Nz::PhysGeomRef geom)
{
SetGeom(geom);
@ -33,6 +57,11 @@ namespace Ndk
return *this;
}
/*!
* \brief Gets the static body used by the entity
* \return A pointer to the entity
*/
inline Nz::PhysObject* CollisionComponent::GetStaticBody()
{
return m_staticBody.get();

View File

@ -32,6 +32,7 @@ namespace Ndk
inline void AddToRenderQueue(Nz::AbstractRenderQueue* renderQueue) const;
inline void Attach(Nz::InstancedRenderableRef renderable, int renderOrder = 0);
inline void Attach(Nz::InstancedRenderableRef renderable, const Nz::Matrix4f& localMatrix, int renderOrder = 0);
inline void Clear();

View File

@ -2,11 +2,19 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Components/GraphicsComponent.hpp>
#include <NDK/World.hpp>
#include <NDK/Systems/RenderSystem.hpp>
#include <algorithm>
#include "GraphicsComponent.hpp"
namespace Ndk
{
/*!
* \brief Constructs a GraphicsComponent object by copy semantic
*
* \param graphicsComponent GraphicsComponent to copy
*/
inline GraphicsComponent::GraphicsComponent(const GraphicsComponent& graphicsComponent) :
Component(graphicsComponent),
HandledObject(graphicsComponent),
@ -20,14 +28,23 @@ namespace Ndk
Attach(r.renderable, r.data.renderOrder);
}
/*!
* \brief Adds the renderable elements to the render queue
*
* \param renderQueue Queue to be added
*/
inline void GraphicsComponent::AddToRenderQueue(Nz::AbstractRenderQueue* renderQueue) const
{
EnsureTransformMatrixUpdate();
Ndk::RenderSystem& renderSystem = m_entity->GetWorld()->GetSystem<Ndk::RenderSystem>();
for (const Renderable& object : m_renderables)
{
if (!object.dataUpdated)
{
object.data.transformMatrix = Nz::Matrix4f::ConcatenateAffine(renderSystem.GetCoordinateSystemMatrix(), Nz::Matrix4f::ConcatenateAffine(object.data.localMatrix, m_transformMatrix));
object.renderable->UpdateData(&object.data);
object.dataUpdated = true;
}
@ -36,10 +53,23 @@ namespace Ndk
}
}
/*!
* \brief Attaches a renderable to the entity
*
* \param renderable Reference to a renderable element
* \param renderOrder Render order of the element
*/
inline void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable, int renderOrder)
{
return Attach(renderable, Nz::Matrix4f::Identity(), renderOrder);
}
inline void GraphicsComponent::Attach(Nz::InstancedRenderableRef renderable, const Nz::Matrix4f& localMatrix, int renderOrder)
{
m_renderables.emplace_back(m_transformMatrix);
Renderable& r = m_renderables.back();
r.data.localMatrix = localMatrix;
r.data.renderOrder = renderOrder;
r.renderable = std::move(renderable);
r.renderableInvalidationSlot.Connect(r.renderable->OnInstancedRenderableInvalidateData, std::bind(&GraphicsComponent::InvalidateRenderableData, this, std::placeholders::_1, std::placeholders::_2, m_renderables.size() - 1));
@ -48,6 +78,10 @@ namespace Ndk
InvalidateBoundingVolume();
}
/*!
* \brief Clears every renderable elements
*/
inline void GraphicsComponent::Clear()
{
m_renderables.clear();
@ -55,6 +89,12 @@ namespace Ndk
InvalidateBoundingVolume();
}
/*!
* \brief Detaches a renderable to the entity
*
* \param renderable Reference to a renderable element
*/
inline void GraphicsComponent::Detach(const Nz::InstancedRenderable* renderable)
{
for (auto it = m_renderables.begin(); it != m_renderables.end(); ++it)
@ -68,18 +108,34 @@ namespace Ndk
}
}
/*!
* \brief Ensures the bounding volume is up to date
*/
inline void GraphicsComponent::EnsureBoundingVolumeUpdate() const
{
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
}
/*!
* \brief Ensures the transformation matrix is up to date
*/
inline void GraphicsComponent::EnsureTransformMatrixUpdate() const
{
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
}
/*!
* \brief Gets the set of renderable elements
*
* \param renderables Pointer to the list of renderables
*
* \remark Produces a NazaraAssert if renderables is invalid
*/
inline void GraphicsComponent::GetAttachedRenderables(RenderableList* renderables) const
{
NazaraAssert(renderables, "Invalid renderable list");
@ -89,11 +145,21 @@ namespace Ndk
renderables->push_back(r.renderable);
}
/*!
* \brief Gets the number of renderable elements attached to the entity
* \return Number of renderable elements
*/
inline std::size_t GraphicsComponent::GetAttachedRenderableCount() const
{
return m_renderables.size();
}
/*!
* \brief Gets the bouding volume of the entity
* \return A constant reference to the bounding volume
*/
inline const Nz::BoundingVolumef& GraphicsComponent::GetBoundingVolume() const
{
EnsureBoundingVolumeUpdate();
@ -101,17 +167,29 @@ namespace Ndk
return m_boundingVolume;
}
/*!
* \brief Invalidates the bounding volume
*/
inline void GraphicsComponent::InvalidateBoundingVolume()
{
m_boundingVolumeUpdated = false;
}
/*!
* \brief Invalidates every renderable elements
*/
inline void GraphicsComponent::InvalidateRenderables()
{
for (Renderable& r : m_renderables)
r.dataUpdated = false;
}
/*!
* \brief Invalidates the transformation matrix
*/
inline void GraphicsComponent::InvalidateTransformMatrix()
{
m_boundingVolumeUpdated = false;

View File

@ -4,6 +4,10 @@
namespace Ndk
{
/*!
* \brief Constructs an LightComponent object with a light type
*/
inline LightComponent::LightComponent(Nz::LightType lightType) :
Nz::Light(lightType)
{

View File

@ -4,16 +4,31 @@
namespace Ndk
{
/*!
* \brief Constructs an ListenerComponent object by default
*/
inline ListenerComponent::ListenerComponent() :
m_isActive(true)
{
}
/*!
* \brief Checks whether the listener is activated
* \param true If it is the case
*/
inline bool ListenerComponent::IsActive() const
{
return m_isActive;
}
/*!
* \brief Enables the listener
*
* \param active Should the listener be active
*/
inline void ListenerComponent::SetActive(bool active)
{
m_isActive = active;

View File

@ -7,6 +7,15 @@
namespace Ndk
{
/*!
* \brief Sets the parent node of the entity
*
* \param entity Pointer to the entity considered as parent
* \param keepDerived Should this component considered as a derived
*
* \remark Produces a NazaraAssert if entity has no component NodeComponent
*/
inline void NodeComponent::SetParent(Entity* entity, bool keepDerived)
{
if (entity)

View File

@ -6,21 +6,42 @@
namespace Ndk
{
/*!
* \brief Constructs an ParticleEmitterComponent object by default
*/
inline ParticleEmitterComponent::ParticleEmitterComponent() :
m_isActive(true)
{
}
/*!
* \brief Enables the emission of particles
*
* \param active Should the emitter be active
*/
inline void Ndk::ParticleEmitterComponent::Enable(bool active)
{
m_isActive = active;
}
/*!
* \brief Checks whether the emission of particles is activated
* \param true If it is the case
*/
inline bool ParticleEmitterComponent::IsActive() const
{
return m_isActive;
}
/*!
* \brief Sets the function use for setting up particles
*
* \param func Function to set up particles
*/
inline void Ndk::ParticleEmitterComponent::SetSetupFunc(SetupFunc func)
{
m_setupFunc = std::move(func);

View File

@ -8,16 +8,45 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::ParticleGroupComponent
* \brief NDK class that represents the component for a group of particles
*/
/*!
* \brief Constructs a ParticleGroupComponent object with a maximal number of particles and a layout
*
* \param maxParticleCount Maximum number of particles to generate
* \param layout Enumeration for the layout of data information for the particles
*/
inline ParticleGroupComponent::ParticleGroupComponent(unsigned int maxParticleCount, Nz::ParticleLayout layout) :
ParticleGroup(maxParticleCount, layout)
{
}
/*!
* \brief Constructs a ParticleGroupComponent object with a maximal number of particles and a particle declaration
*
* \param maxParticleCount Maximum number of particles to generate
* \param declaration Data information for the particles
*/
inline ParticleGroupComponent::ParticleGroupComponent(unsigned int maxParticleCount, Nz::ParticleDeclarationConstRef declaration) :
ParticleGroup(maxParticleCount, std::move(declaration))
{
}
/*!
* \brief Adds an emitter to the particles
*
* \param emitter Emitter for the particles
*
* \remark Produces a NazaraAssert if emitter is invalid
* \remark Produces a NazaraAssert if entity has no component of type ParticleEmitterComponent
*/
inline void ParticleGroupComponent::AddEmitter(Entity* emitter)
{
NazaraAssert(emitter && emitter->IsValid(), "Invalid entity");
@ -27,6 +56,16 @@ namespace Ndk
ParticleGroup::AddEmitter(&emitterComponent);
}
/*!
* \brief Removes an emitter to the particles
*
* \param emitter Emitter for the particles to remove
*
* \remark Produces a NazaraAssert if emitter is invalid
* \remark Produces a NazaraAssert if entity has no component of type ParticleEmitterComponent
*/
inline void ParticleGroupComponent::RemoveEmitter(Entity* emitter)
{
NazaraAssert(emitter && emitter->IsValid(), "Invalid entity");

View File

@ -6,12 +6,27 @@
namespace Ndk
{
/*!
* \brief Constructs a PhysicsComponent object by copy semantic
*
* \param physics PhysicsComponent to copy
*/
inline PhysicsComponent::PhysicsComponent(const PhysicsComponent& physics)
{
// Pas de copie de l'objet physique (étant donné que nous n'allons le créer qu'une fois attaché à une entité)
// No copy of physical object (because we only create it when attached to an entity)
NazaraUnused(physics);
}
/*!
* \brief Applies a force to the entity
*
* \param force Force to apply on the entity
* \param coordSys System coordinates to consider
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::AddForce(const Nz::Vector3f& force, Nz::CoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
@ -19,6 +34,16 @@ namespace Ndk
m_object->AddForce(force, coordSys);
}
/*!
* \brief Applies a force to the entity
*
* \param force Force to apply on the entity
* \param point Point where to apply the force
* \param coordSys System coordinates to consider
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::AddForce(const Nz::Vector3f& force, const Nz::Vector3f& point, Nz::CoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
@ -26,13 +51,30 @@ namespace Ndk
m_object->AddForce(force, point, coordSys);
}
/*!
* \brief Applies a torque to the entity
*
* \param torque Torque to apply on the entity
* \param coordSys System coordinates to consider
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::AddTorque(const Nz::Vector3f& torque, Nz::CoordSys coordSys)
{
NazaraAssert(m_object, "Invalid physics object");
m_object->AddForce(torque, coordSys);
m_object->AddTorque(torque, coordSys);
}
/*!
* \brief Enables auto sleep of physics object
*
* \param autoSleep Should the physics of the object be disabled when too far from others
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::EnableAutoSleep(bool autoSleep)
{
NazaraAssert(m_object, "Invalid physics object");
@ -40,6 +82,13 @@ namespace Ndk
m_object->EnableAutoSleep(autoSleep);
}
/*!
* \brief Gets the AABB of the physics object
* \return AABB of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline Nz::Boxf PhysicsComponent::GetAABB() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -47,6 +96,13 @@ namespace Ndk
return m_object->GetAABB();
}
/*!
* \brief Gets the angular velocity of the physics object
* \return Angular velocity of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline Nz::Vector3f PhysicsComponent::GetAngularVelocity() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -54,6 +110,13 @@ namespace Ndk
return m_object->GetAngularVelocity();
}
/*!
* \brief Gets the gravity factor of the physics object
* \return Gravity factor of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline float PhysicsComponent::GetGravityFactor() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -61,6 +124,13 @@ namespace Ndk
return m_object->GetGravityFactor();
}
/*!
* \brief Gets the mass of the physics object
* \return Mass of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline float PhysicsComponent::GetMass() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -68,6 +138,15 @@ namespace Ndk
return m_object->GetMass();
}
/*!
* \brief Gets the gravity center of the physics object
* \return Gravity center of the object
*
* \param coordSys System coordinates to consider
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline Nz::Vector3f PhysicsComponent::GetMassCenter(Nz::CoordSys coordSys) const
{
NazaraAssert(m_object, "Invalid physics object");
@ -75,6 +154,13 @@ namespace Ndk
return m_object->GetMassCenter(coordSys);
}
/*!
* \brief Gets the matrix of the physics object
* \return Matrix of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline const Nz::Matrix4f& PhysicsComponent::GetMatrix() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -82,6 +168,13 @@ namespace Ndk
return m_object->GetMatrix();
}
/*!
* \brief Gets the position of the physics object
* \return Position of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline Nz::Vector3f PhysicsComponent::GetPosition() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -89,6 +182,13 @@ namespace Ndk
return m_object->GetPosition();
}
/*!
* \brief Gets the rotation of the physics object
* \return Rotation of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline Nz::Quaternionf PhysicsComponent::GetRotation() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -96,6 +196,13 @@ namespace Ndk
return m_object->GetRotation();
}
/*!
* \brief Gets the velocity of the physics object
* \return Velocity of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline Nz::Vector3f PhysicsComponent::GetVelocity() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -103,6 +210,13 @@ namespace Ndk
return m_object->GetVelocity();
}
/*!
* \brief Checks whether the auto sleep is enabled
* \return true If it is the case
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline bool PhysicsComponent::IsAutoSleepEnabled() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -110,6 +224,13 @@ namespace Ndk
return m_object->IsAutoSleepEnabled();
}
/*!
* \brief Checks whether the entity is currently sleeping
* \return true If it is the case
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline bool PhysicsComponent::IsSleeping() const
{
NazaraAssert(m_object, "Invalid physics object");
@ -117,6 +238,14 @@ namespace Ndk
return m_object->IsSleeping();
}
/*!
* \brief Sets the angular velocity of the physics object
*
* \param angularVelocity Angular velocity of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::SetAngularVelocity(const Nz::Vector3f& angularVelocity)
{
NazaraAssert(m_object, "Invalid physics object");
@ -124,6 +253,14 @@ namespace Ndk
m_object->SetAngularVelocity(angularVelocity);
}
/*!
* \brief Sets the gravity factor of the physics object
*
* \param gravityFactor Gravity factor of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::SetGravityFactor(float gravityFactor)
{
NazaraAssert(m_object, "Invalid physics object");
@ -131,6 +268,15 @@ namespace Ndk
m_object->SetGravityFactor(gravityFactor);
}
/*!
* \brief Sets the mass of the physics object
*
* \param mass Mass of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
* \remark Produces a NazaraAssert if the mass is negative
*/
inline void PhysicsComponent::SetMass(float mass)
{
NazaraAssert(m_object, "Invalid physics object");
@ -139,6 +285,14 @@ namespace Ndk
m_object->SetMass(mass);
}
/*!
* \brief Sets the gravity center of the physics object
*
* \param center Gravity center of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::SetMassCenter(const Nz::Vector3f& center)
{
NazaraAssert(m_object, "Invalid physics object");
@ -146,6 +300,14 @@ namespace Ndk
m_object->SetMassCenter(center);
}
/*!
* \brief Sets the position of the physics object
*
* \param position Position of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::SetPosition(const Nz::Vector3f& position)
{
NazaraAssert(m_object, "Invalid physics object");
@ -153,6 +315,14 @@ namespace Ndk
m_object->SetPosition(position);
}
/*!
* \brief Sets the rotation of the physics object
*
* \param rotation Rotation of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::SetRotation(const Nz::Quaternionf& rotation)
{
NazaraAssert(m_object, "Invalid physics object");
@ -160,6 +330,14 @@ namespace Ndk
m_object->SetRotation(rotation);
}
/*!
* \brief Sets the velocity of the physics object
*
* \param velocity Velocity of the object
*
* \remark Produces a NazaraAssert if the physics object is invalid
*/
inline void PhysicsComponent::SetVelocity(const Nz::Vector3f& velocity)
{
NazaraAssert(m_object, "Invalid physics object");
@ -167,6 +345,11 @@ namespace Ndk
m_object->SetVelocity(velocity);
}
/*!
* \brief Gets the underlying physics object
* \return A reference to the physics object
*/
inline Nz::PhysObject& PhysicsComponent::GetPhysObject()
{
return *m_object.get();

View File

@ -7,11 +7,30 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::VelocityComponent
* \brief NDK class that represents the component for velocity
*/
/*!
* \brief Constructs a VelocityComponent object with a velocity
*
* \param velocity Linear velocity
*/
inline VelocityComponent::VelocityComponent(const Nz::Vector3f& velocity) :
linearVelocity(velocity)
{
}
/*!
* \brief Assigns the velocity to this component
* \return A reference to this
*
* \param vel Linear velocity
*/
inline VelocityComponent& VelocityComponent::operator=(const Nz::Vector3f& vel)
{
linearVelocity = vel;

View File

@ -7,41 +7,81 @@
namespace Ndk
{
/*!
* \brief Gets the character size
* \return Height of the character
*/
inline unsigned int Console::GetCharacterSize() const
{
return m_characterSize;
}
/*!
* \brief Gets the entity representing the history of the console
* \return History of the console
*/
inline const EntityHandle& Console::GetHistory() const
{
return m_history;
}
/*!
* \brief Gets the entity representing the background of the console's history
* \return Background history of the console
*/
inline const EntityHandle& Console::GetHistoryBackground() const
{
return m_historyBackground;
}
/*!
* \brief Gets the entity representing the input of the console
* \return Input of the console
*/
inline const EntityHandle& Console::GetInput() const
{
return m_input;
}
/*!
* \brief Gets the entity representing the background of the console's input
* \return Background input of the console
*/
inline const EntityHandle& Console::GetInputBackground() const
{
return m_inputBackground;
}
/*!
* \brief Gets the size of the console
* \return Size (Width, Height) of the console
*/
inline const Nz::Vector2f& Console::GetSize() const
{
return m_size;
}
/*!
* \brief Gets the font used by the console
* \return A reference to the font currenty used
*/
inline const Nz::FontRef& Console::GetTextFont() const
{
return m_defaultFont;
}
/*!
* \brief Checks whether the console is visible
* \return true If it is the case
*/
inline bool Console::IsVisible() const
{
return m_opened;

View File

@ -36,7 +36,7 @@ namespace Ndk
const EntityHandle& Clone() const;
inline void Enable(bool enable);
inline void Enable(bool enable = true);
inline BaseComponent& GetComponent(ComponentIndex index);
template<typename ComponentType> ComponentType& GetComponent();

View File

@ -11,16 +11,29 @@
namespace Ndk
{
/*!
* \brief Adds a component to the entity
* \return A reference to the newly added component
*
* \param args Arguments to create in place the component to add to the entity
*/
template<typename ComponentType, typename... Args>
ComponentType& Entity::AddComponent(Args&&... args)
{
static_assert(std::is_base_of<BaseComponent, ComponentType>::value, "ComponentType is not a component");
// Allocation et affectation du component
// Affectation and return of the component
std::unique_ptr<ComponentType> ptr(new ComponentType(std::forward<Args>(args)...));
return static_cast<ComponentType&>(AddComponent(std::move(ptr)));
}
/*!
* \brief Enables the entity
*
* \param enable Should the entity be enabled
*/
inline void Entity::Enable(bool enable)
{
if (m_enabled != enable)
@ -30,9 +43,17 @@ namespace Ndk
}
}
/*!
* \brief Gets a component in the entity by index
* \return A reference to the component
*
* \param index Index of the component
*
* \remark Produces a NazaraAssert if component is not available in this entity or is invalid
*/
inline BaseComponent& Entity::GetComponent(ComponentIndex index)
{
///DOC: Le component doit être présent
NazaraAssert(HasComponent(index), "This component is not part of the entity");
BaseComponent* component = m_components[index].get();
@ -41,19 +62,33 @@ namespace Ndk
return *component;
}
/*!
* \brief Gets a component in the entity by type
* \return A reference to the component
*
* \remark Produces a NazaraAssert if component is not available in this entity
*/
template<typename ComponentType>
ComponentType& Entity::GetComponent()
{
///DOC: Le component doit être présent
static_assert(std::is_base_of<BaseComponent, ComponentType>::value, "ComponentType is not a component");
ComponentIndex index = GetComponentIndex<ComponentType>();
return static_cast<ComponentType&>(GetComponent(index));
}
/*!
* \brief Gets a component in the entity by index
* \return A constant reference to the component
*
* \param index Index of the component
*
* \remark Produces a NazaraAssert if component is not available in this entity or is invalid
*/
inline const BaseComponent& Entity::GetComponent(ComponentIndex index) const
{
///DOC: Le component doit être présent
NazaraAssert(HasComponent(index), "This component is not part of the entity");
BaseComponent* component = m_components[index].get();
@ -62,41 +97,79 @@ namespace Ndk
return *component;
}
/*!
* \brief Gets a component in the entity by type
* \return A constant reference to the component
*
* \remark Produces a NazaraAssert if component is not available in this entity
*/
template<typename ComponentType>
const ComponentType& Entity::GetComponent() const
{
///DOC: Le component doit être présent
static_assert(std::is_base_of<BaseComponent, ComponentType>::value, "ComponentType is not a component");
ComponentIndex index = GetComponentIndex<ComponentType>();
return static_cast<ComponentType&>(GetComponent(index));
}
/*!
* \brief Gets the bits representing the components in the entiy
* \return A constant reference to the set of component's bits
*/
inline const Nz::Bitset<>& Entity::GetComponentBits() const
{
return m_componentBits;
}
/*!
* \brief Gets the identifier of the entity
* \return Identifier of the entity
*/
inline EntityId Entity::GetId() const
{
return m_id;
}
/*!
* \brief Gets the bits representing the systems in the entiy
* \return A constant reference to the set of system's bits
*/
inline const Nz::Bitset<>& Entity::GetSystemBits() const
{
return m_systemBits;
}
/*!
* \brief Gets the world in which the entity is
* \return Pointer to the world
*/
inline World* Entity::GetWorld() const
{
return m_world;
}
/*!
* \brief Checks whether or not a component is present in the entity by index
* \return true If it is the case
*
* \param index Index of the component
*/
inline bool Entity::HasComponent(ComponentIndex index) const
{
return m_componentBits.UnboundedTest(index);
}
/*!
* \brief Checks whether or not a component is present in the entity by type
* \return true If it is the case
*/
template<typename ComponentType>
bool Entity::HasComponent() const
{
@ -106,16 +179,54 @@ namespace Ndk
return HasComponent(index);
}
/*!
* \brief Checks whether or not the entity is enabled
* \return true If it is the case
*/
inline bool Entity::IsEnabled() const
{
return m_enabled;
}
/*!
* \brief Checks whether or not the entity is valid
* \return true If it is the case
*/
inline bool Entity::IsValid() const
{
return m_valid;
}
/*!
* \brief Removes every components
*/
inline void Entity::RemoveAllComponents()
{
m_removedComponentBits = m_componentBits;
Invalidate();
}
/*!
* \brief Removes a component in the entity by index
*
* \param index Index of the component
*/
inline void Entity::RemoveComponent(ComponentIndex index)
{
m_removedComponentBits.UnboundedSet(index);
Invalidate();
}
/*!
* \brief Removes a component in the entity by type
*/
template<typename ComponentType>
void Entity::RemoveComponent()
{
@ -125,19 +236,10 @@ namespace Ndk
RemoveComponent(index);
}
inline void Entity::RemoveAllComponents()
{
m_removedComponentBits = m_componentBits;
Invalidate();
}
inline void Entity::RemoveComponent(ComponentIndex index)
{
m_removedComponentBits.UnboundedSet(index);
Invalidate();
}
/*!
* \brief Gives a string representation
* \return A string representation of the object: "Entity(GetId())"
*/
inline Nz::String Entity::ToString() const
{
@ -145,16 +247,35 @@ namespace Ndk
return ss << "Entity(" << GetId() << ')';
}
/*!
* \brief Gets the bits representing the removed components in the entiy
* \return A constant reference to the set of remove component's bits
*/
inline Nz::Bitset<>& Entity::GetRemovedComponentBits()
{
return m_removedComponentBits;
}
/*!
* \brief Registers a system for the entity
*
* \param index Index of the system
*/
inline void Entity::RegisterSystem(SystemIndex index)
{
m_systemBits.UnboundedSet(index);
}
/*!
* \brief Sets the world of the entity
*
* \param world World in which the entity will be
*
* \remark Produces a NazaraAssert if world is invalid
*/
inline void Entity::SetWorld(World* world) noexcept
{
NazaraAssert(world, "An entity must be attached to a world at any time");
@ -162,6 +283,12 @@ namespace Ndk
m_world = world;
}
/*!
* \brief Unregisters a system for the entity
*
* \param index Index of the system
*/
inline void Entity::UnregisterSystem(SystemIndex index)
{
m_systemBits.UnboundedReset(index);
@ -173,10 +300,16 @@ namespace std
template<>
struct hash<Ndk::EntityHandle>
{
/*!
* \brief Specialisation of std to hash
* \return Result of the hash
*
* \param handle Entity to hash
*/
size_t operator()(const Ndk::EntityHandle& handle) const
{
// Hasher le pointeur fonctionnerait jusqu'à ce que l'entité soit mise à jour et déplacée
// pour cette raison, nous devons hasher l'ID de l'entité (qui reste constante)
// Hash the pointer will work until the entity is updated and moved
// so, we have to hash the ID of the entity (which is constant)
Ndk::EntityId id = (handle.IsValid()) ? handle->GetId() : std::numeric_limits<Ndk::EntityId>::max();
return hash<Ndk::EntityId>()(id);

View File

@ -7,22 +7,54 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::EntityList
* \brief NDK class that represents a set of entities to help performing batch operations
*/
/*!
* \brief Clears the set from every entities
*/
inline void EntityList::Clear()
{
m_entities.clear();
m_entityBits.Clear();
}
/*!
* \brief Checks whether or not the set contains the entity
* \return true If it is the case
*
* \param entity Pointer to the entity
*/
inline bool EntityList::Has(const Entity* entity)
{
return entity && entity->IsValid() && Has(entity->GetId());
}
/*!
* \brief Checks whether or not the set contains the entity by id
* \return true If it is the case
*
* \param id Identifier of the entity
*/
inline bool EntityList::Has(EntityId entity)
{
return m_entityBits.UnboundedTest(entity);
}
/*!
* \brief Inserts the entity into the set
*
* \param entity Pointer to the entity
*
* \remark If entity is already contained, no action is performed
*/
inline void EntityList::Insert(Entity* entity)
{
if (!Has(entity))
@ -32,6 +64,14 @@ namespace Ndk
}
}
/*!
* \brief Removes the entity from the set
*
* \param entity Pointer to the entity
*
* \remark If entity is not contained, no action is performed
*/
inline void EntityList::Remove(Entity* entity)
{
if (Has(entity))
@ -40,7 +80,7 @@ namespace Ndk
NazaraAssert(it != m_entities.end(), "Entity should be part of the vector");
std::swap(*it, m_entities.back());
m_entities.pop_back(); // On le sort du vector
m_entities.pop_back(); // We get it out of the vector
m_entityBits.UnboundedSet(entity->GetId(), false);
}
}

View File

@ -8,17 +8,41 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::EntityOwner
* \brief NDK class that represents the owner of the entity and so its lifetime
*/
/*!
* \brief Constructs a EntityOwner object
*
* \param entity Entity to own
*/
inline EntityOwner::EntityOwner(Entity* entity) :
EntityOwner()
{
Reset(entity);
}
/*!
* \brief Destructs the object and calls Reset
*
* \see Reset
*/
inline EntityOwner::~EntityOwner()
{
Reset(nullptr);
}
/*!
* \brief Resets the ownership of the entity, previous is killed
*
* \param entity Entity to own
*/
inline void EntityOwner::Reset(Entity* entity)
{
if (m_object)
@ -27,12 +51,24 @@ namespace Ndk
EntityHandle::Reset(entity);
}
/*!
* \brief Resets the ownership of the entity by move semantic
*
* \param handle EntityOwner to move into this
*/
inline void EntityOwner::Reset(EntityOwner&& handle)
{
Reset(handle.GetObject());
handle.m_object = nullptr;
}
/*!
* \brief Resets the ownership of the entity to the affected one
*
* \param entity Entity to own
*/
inline EntityOwner& EntityOwner::operator=(Entity* entity)
{
Reset(entity);

View File

@ -26,6 +26,11 @@
namespace Ndk
{
/*!
* \brief Gets the internal binding for Lua
* \return A pointer to the binding
*/
inline LuaBinding* LuaAPI::GetBinding()
{
return s_binding;
@ -34,6 +39,15 @@ namespace Ndk
namespace Nz
{
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param color Resulting color
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Color* color, TypeTag<Color>)
{
instance.CheckType(index, Nz::LuaType_Table);
@ -46,6 +60,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param angles Resulting euler angles
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, EulerAnglesd* angles, TypeTag<EulerAnglesd>)
{
switch (instance.GetType(index))
@ -66,6 +89,15 @@ namespace Nz
}
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param angles Resulting euler angles
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, EulerAnglesf* angles, TypeTag<EulerAnglesf>)
{
EulerAnglesd anglesDouble;
@ -75,6 +107,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param fontRef Resulting reference to a font
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, FontRef* fontRef, TypeTag<FontRef>)
{
*fontRef = *static_cast<FontRef*>(instance.CheckUserdata(index, "Font"));
@ -82,6 +123,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param params Resulting parameters for a font
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, FontParams* params, TypeTag<FontParams>)
{
NazaraUnused(params);
@ -93,6 +143,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param params Resulting parameters for a mesh
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, MeshParams* params, TypeTag<MeshParams>)
{
instance.CheckType(index, Nz::LuaType_Table);
@ -106,6 +165,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param rect Resulting rectangle
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Rectd* rect, TypeTag<Rectd>)
{
instance.CheckType(index, LuaType_Table);
@ -118,6 +186,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param rect Resulting rectangle
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Rectf* rect, TypeTag<Rectf>)
{
Rectd rectDouble;
@ -127,6 +204,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param rect Resulting rectangle
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Rectui* rect, TypeTag<Rectui>)
{
Rectd rectDouble;
@ -136,6 +222,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param quat Resulting quaternion
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Quaterniond* quat, TypeTag<Quaterniond>)
{
switch (instance.GetType(index))
@ -156,6 +251,15 @@ namespace Nz
}
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param quat Resulting quaternion
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Quaternionf* quat, TypeTag<Quaternionf>)
{
Quaterniond quatDouble;
@ -165,6 +269,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param address Resulting IP address
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, IpAddress* address, TypeTag<IpAddress>)
{
switch (instance.GetType(index))
@ -179,6 +292,15 @@ namespace Nz
}
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param vec Resulting vector2D
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Vector2d* vec, TypeTag<Vector2d>)
{
switch (instance.GetType(index))
@ -200,6 +322,15 @@ namespace Nz
}
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param vec Resulting vector2D
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Vector2f* vec, TypeTag<Vector2f>)
{
Vector2d vecDouble;
@ -209,6 +340,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param vec Resulting vector2D
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Vector2ui* vec, TypeTag<Vector2ui>)
{
Vector2d vecDouble;
@ -218,6 +358,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param vec Resulting vector3D
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Vector3d* vec, TypeTag<Vector3d>)
{
switch (instance.GetType(index))
@ -239,6 +388,15 @@ namespace Nz
}
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param vec Resulting vector3D
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Vector3f* vec, TypeTag<Vector3f>)
{
Vector3d vecDouble;
@ -248,6 +406,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param vec Resulting vector3D
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Vector3ui* vec, TypeTag<Vector3ui>)
{
Vector3d vecDouble;
@ -257,6 +424,15 @@ namespace Nz
return ret;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param handle Resulting entity
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Ndk::EntityHandle* handle, TypeTag<Ndk::EntityHandle>)
{
*handle = *static_cast<Ndk::EntityHandle*>(instance.CheckUserdata(index, "Entity"));
@ -264,6 +440,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param handle Resulting world
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, Ndk::WorldHandle* handle, TypeTag<Ndk::WorldHandle>)
{
*handle = *static_cast<Ndk::WorldHandle*>(instance.CheckUserdata(index, "World"));
@ -272,6 +457,16 @@ namespace Nz
}
#ifndef NDK_SERVER
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param renderable Resulting reference to a instanced renderable
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, InstancedRenderableRef* renderable, TypeTag<InstancedRenderableRef>)
{
if (instance.IsOfType(index, "InstancedRenderable"))
@ -281,6 +476,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param params Resulting parameters for a material
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, MaterialParams* params, TypeTag<MaterialParams>)
{
instance.CheckType(index, Nz::LuaType_Table);
@ -295,6 +499,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param params Resulting parameters for a model
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, ModelParameters* params, TypeTag<ModelParameters>)
{
instance.CheckType(index, Nz::LuaType_Table);
@ -307,6 +520,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param params Resulting parameters for a music
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, MusicParams* params, TypeTag<MusicParams>)
{
instance.CheckType(index, Nz::LuaType_Table);
@ -316,6 +538,15 @@ namespace Nz
return 1;
}
/*!
* \brief Queries arguments for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param index Index type
* \param params Resulting parameters for a sound buffer
*/
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, SoundBufferParams* params, TypeTag<SoundBufferParams>)
{
instance.CheckType(index, Nz::LuaType_Table);
@ -324,9 +555,16 @@ namespace Nz
return 1;
}
#endif
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting euler angles
*/
inline int LuaImplReplyVal(const LuaInstance& instance, EulerAnglesd&& val, TypeTag<EulerAnglesd>)
{
@ -334,18 +572,42 @@ namespace Nz
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting euler angles
*/
inline int LuaImplReplyVal(const LuaInstance& instance, EulerAnglesf&& val, TypeTag<EulerAnglesf>)
{
instance.PushInstance<EulerAnglesd>("EulerAngles", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting reference to a font
*/
inline int LuaImplReplyVal(const LuaInstance& instance, FontRef&& val, TypeTag<FontRef>)
{
instance.PushInstance<FontRef>("Font", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting size information for a font
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Font::SizeInfo&& val, TypeTag<Font::SizeInfo>)
{
instance.PushTable();
@ -357,114 +619,266 @@ namespace Nz
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting quaternion
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Quaterniond&& val, TypeTag<Quaterniond>)
{
instance.PushInstance<Quaterniond>("Quaternion", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting quaternion
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Quaternionf&& val, TypeTag<Quaternionf>)
{
instance.PushInstance<Quaterniond>("Quaternion", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting IP address
*/
inline int LuaImplReplyVal(const LuaInstance& instance, IpAddress&& val, TypeTag<IpAddress>)
{
instance.PushInstance<IpAddress>("IpAddress", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting rectangle
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Rectd&& val, TypeTag<Rectf>)
{
instance.PushInstance<Rectd>("Rect", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting rectangle
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Rectf&& val, TypeTag<Rectf>)
{
instance.PushInstance<Rectd>("Rect", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting rectangle
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Rectui&& val, TypeTag<Rectui>)
{
instance.PushInstance<Rectd>("Rect", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting vector2D
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Vector2d&& val, TypeTag<Vector2d>)
{
instance.PushInstance<Vector2d>("Vector2", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting vector2D
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Vector2f&& val, TypeTag<Vector2f>)
{
instance.PushInstance<Vector2d>("Vector2", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting vector2D
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Vector2ui&& val, TypeTag<Vector2ui>)
{
instance.PushInstance<Vector2d>("Vector2", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting vector3D
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Vector3d&& val, TypeTag<Vector3d>)
{
instance.PushInstance<Vector3d>("Vector3", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting vector3D
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Vector3f&& val, TypeTag<Vector3f>)
{
instance.PushInstance<Vector3d>("Vector3", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting vector3D
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Vector3ui&& val, TypeTag<Vector3ui>)
{
instance.PushInstance<Vector3d>("Vector3", val);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param ptr Resulting entity
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::Entity* ptr, TypeTag<Ndk::Entity*>)
{
instance.PushInstance<Ndk::EntityHandle>("Entity", ptr);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param ptr Resulting application
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::Application* ptr, TypeTag<Ndk::Application*>)
{
instance.PushInstance<Ndk::Application*>("Application", ptr);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param handle Resulting entity
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::EntityHandle&& handle, TypeTag<Ndk::EntityHandle>)
{
instance.PushInstance<Ndk::EntityHandle>("Entity", handle);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param handle Resulting node component
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::NodeComponentHandle&& handle, TypeTag<Ndk::NodeComponentHandle>)
{
instance.PushInstance<Ndk::NodeComponentHandle>("NodeComponent", handle);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param handle Resulting velocity component
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::VelocityComponentHandle&& handle, TypeTag<Ndk::VelocityComponentHandle>)
{
instance.PushInstance<Ndk::VelocityComponentHandle>("VelocityComponent", handle);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param ptr Resulting world
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::World* ptr, TypeTag<Ndk::World*>)
{
instance.PushInstance<Ndk::WorldHandle>("World", ptr);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param ptr Resulting world
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::WorldHandle&& handle, TypeTag<Ndk::WorldHandle>)
{
instance.PushInstance<Ndk::WorldHandle>("World", handle);
@ -472,22 +886,49 @@ namespace Nz
}
#ifndef NDK_SERVER
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param handle Resulting console
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::ConsoleHandle&& handle, TypeTag<Ndk::ConsoleHandle>)
{
instance.PushInstance<Ndk::ConsoleHandle>("Console", handle);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param handle Resulting graphics component
*/
inline int LuaImplReplyVal(const LuaInstance& instance, Ndk::GraphicsComponentHandle&& handle, TypeTag<Ndk::GraphicsComponentHandle>)
{
instance.PushInstance<Ndk::GraphicsComponentHandle>("GraphicsComponent", handle);
return 1;
}
/*!
* \brief Replies by value for Lua
* \return 1 in case of success
*
* \param instance Lua instance to interact with
* \param val Resulting sound buffer
*/
inline int LuaImplReplyVal(const LuaInstance& instance, const SoundBuffer* val, TypeTag<const SoundBuffer*>)
{
instance.PushInstance<SoundBufferConstRef>("SoundBuffer", val);
return 1;
}
#endif
}

View File

@ -6,6 +6,14 @@
namespace Ndk
{
/*!
* \brief Binds a component to a name
*
* \param name Name used to retrieve the component
*
* \remark Produces a NazaraAssert if name is empty
*/
template<typename T>
void LuaBinding::BindComponent(const Nz::String& name)
{
@ -24,6 +32,16 @@ namespace Ndk
m_componentBindingByName[name] = T::componentIndex;
}
/*!
* \brief Adds a component to an entity
* \return 1 in case of success
*
* \param instance Lua instance that will interact with the component
* \param handle Entity which component will be added to
*
* \remark T must be a subtype of BaseComponent
*/
template<typename T>
int AddComponentOfType(Nz::LuaInstance& lua, EntityHandle& handle)
{
@ -34,6 +52,16 @@ namespace Ndk
return 1;
}
/*!
* \brief Pushes a component
* \return 1 in case of success
*
* \param instance Lua instance that will interact with the component
* \param component Component that will be pushed
*
* \remark T must be a subtype of BaseComponent
*/
template<typename T>
int PushComponentOfType(Nz::LuaInstance& lua, BaseComponent& component)
{

View File

@ -27,11 +27,11 @@
#include <Nazara/Prerequesites.hpp>
// Version du SDK
// Version of SDK
#define NDK_VERSION_MAJOR 0
#define NDK_VERSION_MINOR 1
// Importation/Exportation de l'API
// Importation/Exportation of the API
#if defined(NAZARA_PLATFORM_WINDOWS)
#if !defined(NDK_STATIC)
#ifdef NDK_BUILD
@ -49,7 +49,7 @@
#define NDK_API
#endif
#else
// À commenter pour tenter quand même une compilation
// To comment to force a compilation
#error This operating system is not fully supported by the Nazara Development Kit
#define NDK_API

View File

@ -4,6 +4,11 @@
namespace Ndk
{
/*!
* \brief Checks whether the module is initialized
* \return true if module is initialized
*/
inline bool Sdk::IsInitialized()
{
return s_referenceCounter != 0;

View File

@ -8,6 +8,21 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::StateMachine
* \brief NDK class that represents a state machine, to represent the multiple states of your program
*/
/*!
* \brief Constructs a StateMachine object with an original state
*
* \param originalState State which is the entry point of the application
*
* \remark Calls "Enter" on the state
* \remark Produces a NazaraAssert if nullptr is given
*/
inline StateMachine::StateMachine(std::shared_ptr<State> originalState) :
m_currentState(std::move(originalState))
{
@ -15,22 +30,45 @@ namespace Ndk
m_currentState->Enter(*this);
}
/*!
* \brief Destructs the object
*
* \remark Calls "Leave" on the state
*/
inline StateMachine::~StateMachine()
{
m_currentState->Leave(*this);
}
/*!
* \brief Changes the current state of the machine
*
* \param state Next state to represent
*/
inline void StateMachine::ChangeState(std::shared_ptr<State> state)
{
m_nextState = std::move(state);
}
/*!
* \brief Gets the current state of the machine
* \return A constant reference to the state
*/
inline const std::shared_ptr<State>& StateMachine::GetCurrentState() const
{
return m_currentState;
}
/*!
* \brief Updates the state
* \return True if update is successful
*
* \param elapsedTime Delta time used for the update
*/
inline bool StateMachine::Update(float elapsedTime)
{
if (m_nextState)

View File

@ -11,7 +11,7 @@
namespace Ndk
{
template<typename ComponentType>
template<typename SystemType>
class System : public BaseSystem
{
public:
@ -20,7 +20,7 @@ namespace Ndk
System(System&&) = default;
virtual ~System();
BaseSystem* Clone() const override;
std::unique_ptr<BaseSystem> Clone() const override;
System& operator=(const System&) = delete;
System& operator=(System&&) = default;

View File

@ -7,6 +7,18 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::System<SystemType>
* \brief NDK class that represents a system which interacts on a world
*
* \remark This class is meant to be derived as CRTP: "System<Subtype>"
*/
/*!
* \brief Constructs a System object by default
*/
template<typename SystemType>
System<SystemType>::System() :
BaseSystem(GetSystemIndex<SystemType>())
@ -16,15 +28,26 @@ namespace Ndk
template<typename SystemType>
System<SystemType>::~System() = default;
/*!
* \brief Clones the system
* \return The clone newly created
*
* \remark The system to clone should be trivially copy constructible
*/
template<typename SystemType>
BaseSystem* System<SystemType>::Clone() const
std::unique_ptr<BaseSystem> System<SystemType>::Clone() const
{
///FIXME: Pas encore supporté par GCC (4.9.2)
///FIXME: Not fully supported in GCC (4.9.2)
//static_assert(std::is_trivially_copy_constructible<SystemType>::value, "SystemType should be copy-constructible");
return new SystemType(static_cast<const SystemType&>(*this));
return std::make_unique<SystemType>(static_cast<const SystemType&>(*this));
}
/*!
* \brief Registers the system by assigning it an index
*/
template<typename SystemType>
SystemIndex System<SystemType>::RegisterSystem()
{

View File

@ -4,11 +4,21 @@
namespace Ndk
{
/*!
* \brief Gets the physical world
* \return A reference to the physical world
*/
inline Nz::PhysWorld& PhysicsSystem::GetWorld()
{
return m_world;
}
/*!
* \brief Gets the physical world
* \return A constant reference to the physical world
*/
inline const Nz::PhysWorld& PhysicsSystem::GetWorld() const
{
return m_world;

View File

@ -4,58 +4,119 @@
namespace Ndk
{
/*!
* \brief Constructs a RenderSystem object by copy semantic
*
* \param renderSystem RenderSystem to copy
*/
inline RenderSystem::RenderSystem(const RenderSystem& renderSystem) :
System(renderSystem)
{
}
/*!
* \brief Changes the render technique used for the system
* \return A reference to the render technique type
*/
template<typename T>
inline T& RenderSystem::ChangeRenderTechnique()
{
static_assert(std::is_base_of<Nz::AbstractRenderTechnique, T>::value, "RenderTechnique is not a subtype of AbstractRenderTechnique");
return static_cast<T&>(ChangeRenderTechnique(std::make_unique<T>()));
}
/*!
* \brief Changes the render technique used for the system
* \return A reference to the abstract render technique
*
* \param renderTechnique Render technique to use
*/
inline Nz::AbstractRenderTechnique& RenderSystem::ChangeRenderTechnique(std::unique_ptr<Nz::AbstractRenderTechnique>&& renderTechnique)
{
m_renderTechnique = std::move(renderTechnique);
return *m_renderTechnique.get();
}
/*!
* \brief Gets the background used for rendering
* \return A reference to the background
*/
inline const Nz::BackgroundRef& RenderSystem::GetDefaultBackground() const
{
return m_background;
}
/*!
* \brief Gets the coordinates matrix used for rendering
* \return A constant reference to the matrix of coordinates
*/
inline const Nz::Matrix4f& RenderSystem::GetCoordinateSystemMatrix() const
{
return m_coordinateSystemMatrix;
}
/*!
* \brief Gets the "forward" global direction
* \return The forward direction, by default, it's -UnitZ() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalForward() const
{
return Nz::Vector3f(-m_coordinateSystemMatrix.m13, -m_coordinateSystemMatrix.m23, -m_coordinateSystemMatrix.m33);
}
/*!
* \brief Gets the "right" global direction
* \return The right direction, by default, it's UnitX() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalRight() const
{
return Nz::Vector3f(m_coordinateSystemMatrix.m11, m_coordinateSystemMatrix.m21, m_coordinateSystemMatrix.m31);
}
/*!
* \brief Gets the "up" global direction
* \return The up direction, by default, it's UnitY() (Right hand coordinates)
*/
inline Nz::Vector3f RenderSystem::GetGlobalUp() const
{
return Nz::Vector3f(m_coordinateSystemMatrix.m12, m_coordinateSystemMatrix.m22, m_coordinateSystemMatrix.m32);
}
/*!
* \brief Gets the render technique used for rendering
* \return A reference to the abstract render technique being used
*/
inline Nz::AbstractRenderTechnique& RenderSystem::GetRenderTechnique() const
{
return *m_renderTechnique.get();
}
/*!
* \brief Sets the background used for rendering
*
* \param background A reference to the background
*/
inline void RenderSystem::SetDefaultBackground(Nz::BackgroundRef background)
{
m_background = std::move(background);
}
/*!
* \brief Sets the "forward" global direction
*
* \param direction The new forward direction
*/
inline void RenderSystem::SetGlobalForward(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m13 = -direction.x;
@ -65,6 +126,12 @@ namespace Ndk
InvalidateCoordinateSystem();
}
/*!
* \brief Sets the "right" global direction
*
* \param direction The new right direction
*/
inline void RenderSystem::SetGlobalRight(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m11 = direction.x;
@ -74,6 +141,12 @@ namespace Ndk
InvalidateCoordinateSystem();
}
/*!
* \brief Sets the "up" global direction
*
* \param direction The new up direction
*/
inline void RenderSystem::SetGlobalUp(const Nz::Vector3f& direction)
{
m_coordinateSystemMatrix.m12 = direction.x;
@ -83,6 +156,10 @@ namespace Ndk
InvalidateCoordinateSystem();
}
/*!
* \brief Invalidates the matrix of coordinates for the system
*/
inline void RenderSystem::InvalidateCoordinateSystem()
{
m_coordinateSystemInvalidated = true;

View File

@ -43,7 +43,6 @@ namespace Ndk
inline EntityList CreateEntities(unsigned int count);
void Clear() noexcept;
const EntityHandle& CloneEntity(EntityId id);
const EntityHandle& GetEntity(EntityId id);

View File

@ -7,47 +7,80 @@
namespace Ndk
{
/*!
* \brief Constructs a World object
*
* \param addDefaultSystems Should default provided systems be used
*/
inline World::World(bool addDefaultSystems)
{
if (addDefaultSystems)
AddDefaultSystems();
}
/*!
* \brief Constructs a World object by move semantic
*
* \param world World to move into this
*/
inline World::World(World&& world) noexcept :
HandledObject(std::move(world))
{
operator=(std::move(world));
}
/*!
* \brief Adds a system to the world
* \return A reference to the newly created system
*
* \param system System to add to the world
*/
inline BaseSystem& World::AddSystem(std::unique_ptr<BaseSystem>&& system)
{
NazaraAssert(system, "System must be valid");
SystemIndex index = system->GetIndex();
// Nous nous assurons que le vecteur de component est suffisamment grand pour contenir le nouveau component
// We must ensure that the vector is big enough to hold the new system
if (index >= m_systems.size())
m_systems.resize(index + 1);
// Affectation et retour du système
// Affectation and return of system
m_systems[index] = std::move(system);
m_systems[index]->SetWorld(this);
Invalidate(); // On force une mise à jour de toutes les entités
Invalidate(); // We force an update for every entities
return *m_systems[index].get();
}
/*!
* \brief Adds a system to the world
* \return A reference to the newly created system
*
* \param args Arguments used to create the system
*/
template<typename SystemType, typename... Args>
SystemType& World::AddSystem(Args&&... args)
{
static_assert(std::is_base_of<BaseSystem, SystemType>::value, "SystemType is not a component");
// Allocation et affectation du component
// Allocation and affectation of the system
std::unique_ptr<SystemType> ptr(new SystemType(std::forward<Args>(args)...));
return static_cast<SystemType&>(AddSystem(std::move(ptr)));
}
/*!
* \brief Creates multiple entities in the world
* \return The set of entities created
*
* \param count Number of entities to create
*/
inline World::EntityList World::CreateEntities(unsigned int count)
{
EntityList list;
@ -59,14 +92,27 @@ namespace Ndk
return list;
}
/*!
* \brief Gets every entities in the world
* \return A constant reference to the entities
*/
inline const World::EntityList& World::GetEntities()
{
return m_aliveEntities;
}
/*!
* \brief Gets a system in the world by index
* \return A reference to the system
*
* \param index Index of the system
*
* \remark Produces a NazaraAssert if system is not available in this world
*/
inline BaseSystem& World::GetSystem(SystemIndex index)
{
///DOC: Le système doit être présent
NazaraAssert(HasSystem(index), "This system is not part of the world");
BaseSystem* system = m_systems[index].get();
@ -75,21 +121,39 @@ namespace Ndk
return *system;
}
/*!
* \brief Gets a system in the world by type
* \return A reference to the system
*
* \remark Produces a NazaraAssert if system is not available in this world
*/
template<typename SystemType>
SystemType& World::GetSystem()
{
///DOC: Le système doit être présent
static_assert(std::is_base_of<BaseSystem, SystemType>::value, "SystemType is not a system");
SystemIndex index = GetSystemIndex<SystemType>();
return static_cast<SystemType&>(GetSystem(index));
}
/*!
* \brief Checks whether or not a system is present in the world by index
* \return true If it is the case
*
* \param index Index of the system
*/
inline bool World::HasSystem(SystemIndex index) const
{
return index < m_systems.size() && m_systems[index];
}
/*!
* \brief Checks whether or not a system is present in the world by type
* \return true If it is the case
*/
template<typename SystemType>
bool World::HasSystem() const
{
@ -99,34 +163,69 @@ namespace Ndk
return HasSystem(index);
}
/*!
* \brief Kills a set of entities
*
* \param list Set of entities to kill
*/
inline void World::KillEntities(const EntityList& list)
{
for (const EntityHandle& entity : list)
KillEntity(entity);
}
/*!
* \brief Checks whether or not an entity is valid
* \return true If it is the case
*
* \param entity Pointer to the entity
*/
inline bool World::IsEntityValid(const Entity* entity) const
{
return entity && entity->GetWorld() == this && IsEntityIdValid(entity->GetId());
}
/*!
* \brief Checks whether or not an entity is valid
* \return true If it is the case
*
* \param id Identifier of the entity
*/
inline bool World::IsEntityIdValid(EntityId id) const
{
return id < m_entities.size() && m_entities[id].entity.IsValid();
}
/*!
* \brief Removes each system from the world
*/
inline void World::RemoveAllSystems()
{
m_systems.clear();
}
/*!
* \brief Removes a system from the world by index
*
* \param index Index of the system
*
* \remark No change is done if system is not present
*/
inline void World::RemoveSystem(SystemIndex index)
{
///DOC: N'a aucun effet si le système n'est pas présent
if (HasSystem(index))
m_systems[index].reset();
}
/*!
* \brief Removes a system from the world by type
*/
template<typename SystemType>
void World::RemoveSystem()
{
@ -136,6 +235,12 @@ namespace Ndk
RemoveSystem(index);
}
/*!
* \brief Updates the world
*
* \param elapsedTime Delta time used for the update
*/
inline void World::Update(float elapsedTime)
{
Update(); //< Update entities
@ -148,17 +253,32 @@ namespace Ndk
}
}
/*!
* \brief Invalidates each entity in the world
*/
inline void World::Invalidate()
{
m_dirtyEntities.Resize(m_entities.size(), false);
m_dirtyEntities.Set(true); // Activation de tous les bits
m_dirtyEntities.Set(true); // Activation of all bits
}
/*!
* \brief Invalidates an entity in the world
*
* \param id Identifier of the entity
*/
inline void World::Invalidate(EntityId id)
{
m_dirtyEntities.UnboundedSet(id, true);
}
/*!
* \brief Moves a world into another world object
* \return A reference to the object
*/
inline World& World::operator=(World&& world) noexcept
{
m_aliveEntities = std::move(world.m_aliveEntities);

View File

@ -3,9 +3,79 @@
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/Application.hpp>
#include <Nazara/Core/Log.hpp>
#include <regex>
#ifndef NDK_SERVER
#include <NDK/Components/CameraComponent.hpp>
#include <NDK/Components/GraphicsComponent.hpp>
#include <NDK/Components/NodeComponent.hpp>
#include <NDK/Systems/RenderSystem.hpp>
#include <NDK/LuaAPI.hpp>
#include <Nazara/Utility/SimpleTextDrawer.hpp>
#endif
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Application
* \brief NDK class that represents the application, it offers a set of tools to ease the development
*/
/*!
* \brief Constructs an Application object with command-line arguments
*
* Pass the argc and argv arguments from the main function.
*
* Command-line arguments can be retrieved by application methods
*
* This calls Sdk::Initialize()
*
* \remark Only one Application instance can exist at a time
*/
inline Application::Application(int argc, char* argv[]) :
Application()
{
std::regex optionRegex(R"(-(\w+))");
std::regex valueRegex(R"(-(\w+)\s*=\s*(.+))");
std::smatch results;
for (int i = 1; i < argc; ++i)
{
std::string argument(argv[i]);
if (std::regex_match(argument, results, valueRegex))
{
Nz::String key(results[1].str());
Nz::String value(results[2].str());
m_parameters[key.ToLower()] = value;
NazaraDebug("Registred parameter from command-line: " + key.ToLower() + "=" + value);
}
else if (std::regex_match(argument, results, optionRegex))
{
Nz::String option(results[1].str());
m_options.insert(option);
NazaraDebug("Registred option from command-line: " + option);
}
else
NazaraWarning("Ignored command-line argument #" + Nz::String::Number(i) + " \"" + argument + '"');
}
#ifndef NDK_SERVER
if (HasOption("console"))
EnableConsole(true);
if (HasOption("fpscounter"))
EnableFPSCounter(true);
#endif
}
/*!
* \brief Runs the application by updating worlds, taking care about windows, ...
*/
bool Application::Run()
{
#ifndef NDK_SERVER
@ -14,7 +84,9 @@ namespace Ndk
auto it = m_windows.begin();
while (it != m_windows.end())
{
Nz::Window& window = **it;
Nz::Window& window = *it->window;
window.ProcessEvents();
if (!window.IsOpen(true))
{
@ -42,8 +114,140 @@ namespace Ndk
for (World& world : m_worlds)
world.Update(m_updateTime);
#ifndef NDK_SERVER
for (WindowInfo& info : m_windows)
{
if (!info.overlayWorld)
continue;
if (info.fpsCounter)
{
FPSCounterOverlay& fpsCounter = *info.fpsCounter;
fpsCounter.frameCount++;
fpsCounter.elapsedTime += m_updateTime;
if (fpsCounter.elapsedTime >= 1.f)
{
fpsCounter.sprite->Update(Nz::SimpleTextDrawer::Draw("FPS: " + Nz::String::Number(fpsCounter.frameCount), 36));
fpsCounter.frameCount = 0;
fpsCounter.elapsedTime = 0.f;
}
}
info.overlayWorld->Update(m_updateTime);
}
#endif
return true;
}
#ifndef NDK_SERVER
void Application::SetupConsole(WindowInfo& info)
{
std::unique_ptr<ConsoleOverlay> overlay = std::make_unique<ConsoleOverlay>();
Nz::Vector2ui windowDimensions;
if (info.window->IsValid())
windowDimensions.Set(info.window->GetWidth(), info.window->GetHeight() / 4);
else
windowDimensions.MakeZero();
overlay->console = std::make_unique<Console>(*info.overlayWorld, Nz::Vector2f(windowDimensions), overlay->lua);
Console& consoleRef = *overlay->console;
// Redirect logs toward the console
overlay->logSlot.Connect(Nz::Log::OnLogWrite, [&consoleRef] (const Nz::String& str)
{
consoleRef.AddLine(str);
});
LuaAPI::RegisterClasses(overlay->lua);
// Override "print" function to add a line in the console
overlay->lua.PushFunction([&consoleRef] (Nz::LuaInstance& instance)
{
Nz::StringStream stream;
unsigned int argCount = instance.GetStackTop();
instance.GetGlobal("tostring");
for (unsigned int i = 1; i <= argCount; ++i)
{
instance.PushValue(-1); // tostring function
instance.PushValue(i); // argument
instance.Call(1, 1);
std::size_t length;
const char* str = instance.CheckString(-1, &length);
if (i > 1)
stream << '\t';
stream << Nz::String(str, length);
instance.Pop(1);
}
consoleRef.AddLine(stream);
return 0;
});
overlay->lua.SetGlobal("print");
// Define a few base variables to allow our interface to interact with the application
overlay->lua.PushGlobal("Application", Ndk::Application::Instance());
overlay->lua.PushGlobal("Console", consoleRef.CreateHandle());
// Setup a few event callback to handle the console
Nz::EventHandler& eventHandler = info.window->GetEventHandler();
overlay->eventSlot.Connect(eventHandler.OnEvent, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent& event)
{
if (consoleRef.IsVisible())
consoleRef.SendEvent(event);
});
overlay->keyPressedSlot.Connect(eventHandler.OnKeyPressed, [&consoleRef] (const Nz::EventHandler*, const Nz::WindowEvent::KeyEvent& event)
{
if (event.code == Nz::Keyboard::F9)
consoleRef.Show(!consoleRef.IsVisible());
});
overlay->resizedSlot.Connect(info.renderTarget->OnRenderTargetSizeChange, [&consoleRef] (const Nz::RenderTarget* renderTarget)
{
consoleRef.SetSize({float(renderTarget->GetWidth()), renderTarget->GetHeight() / 4.f});
});
info.console = std::move(overlay);
}
void Application::SetupFPSCounter(WindowInfo& info)
{
std::unique_ptr<FPSCounterOverlay> fpsCounter = std::make_unique<FPSCounterOverlay>();
fpsCounter->sprite = Nz::TextSprite::New();
fpsCounter->entity = info.overlayWorld->CreateEntity();
fpsCounter->entity->AddComponent<NodeComponent>();
fpsCounter->entity->AddComponent<GraphicsComponent>().Attach(fpsCounter->sprite);
info.fpsCounter = std::move(fpsCounter);
}
void Application::SetupOverlay(WindowInfo& info)
{
info.overlayWorld = std::make_unique<World>(false); //< No default system
RenderSystem& renderSystem = info.overlayWorld->AddSystem<RenderSystem>();
renderSystem.ChangeRenderTechnique<Nz::ForwardRenderTechnique>();
renderSystem.SetDefaultBackground(nullptr);
renderSystem.SetGlobalUp(Nz::Vector3f::Down());
EntityHandle viewer = info.overlayWorld->CreateEntity();
CameraComponent& camComponent = viewer->AddComponent<CameraComponent>();
viewer->AddComponent<NodeComponent>();
camComponent.SetProjectionType(Nz::ProjectionType_Orthogonal);
camComponent.SetTarget(info.renderTarget);
}
#endif
Application* Application::s_application = nullptr;
}

View File

@ -6,22 +6,50 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::BaseComponent
* \brief NDK class that represents the common base of all components
*
* \remark This class is meant to be purely abstract, for type erasure
*/
BaseComponent::~BaseComponent() = default;
/*!
* \brief Operation to perform when component is attached to an entity
*/
void BaseComponent::OnAttached()
{
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void BaseComponent::OnComponentAttached(BaseComponent& component)
{
NazaraUnused(component);
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void BaseComponent::OnComponentDetached(BaseComponent& component)
{
NazaraUnused(component);
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void BaseComponent::OnDetached()
{
}

View File

@ -6,12 +6,31 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::BaseSystem
* \brief NDK class that represents the common base of all systems
*
* \remark This class is meant to be purely abstract, for type erasure
*/
/*!
* \brief Destructs the object and unregisters it-self on every entities
*/
BaseSystem::~BaseSystem()
{
for (const EntityHandle& entity : m_entities)
entity->UnregisterSystem(m_systemIndex);
}
/*!
* \brief Checks whether the key of the entity matches the lock of the system
* \return true If it is the case
*
* \param Pointer to the entity
*/
bool BaseSystem::Filters(const Entity* entity) const
{
if (!entity)
@ -21,13 +40,13 @@ namespace Ndk
m_filterResult.PerformsAND(m_requiredComponents, components);
if (m_filterResult != m_requiredComponents)
return false; // Au moins un component requis n'est pas présent
return false; // At least one required component is not available
m_filterResult.PerformsAND(m_excludedComponents, components);
if (m_filterResult.TestAny())
return false; // Au moins un component exclu est présent
return false; // At least one excluded component is available
// Si nous avons une liste de composants nécessaires
// If we have a list of needed components
if (m_requiredAnyComponents.TestAny())
{
if (!m_requiredAnyComponents.Intersects(components))
@ -37,16 +56,35 @@ namespace Ndk
return true;
}
/*!
* \brief Operation to perform when entity is added to the system
*
* \param Pointer to the entity
*/
void BaseSystem::OnEntityAdded(Entity* entity)
{
NazaraUnused(entity);
}
/*!
* \brief Operation to perform when entity is removed to the system
*
* \param Pointer to the entity
*/
void BaseSystem::OnEntityRemoved(Entity* entity)
{
NazaraUnused(entity);
}
/*!
* \brief Operation to perform when entity is validated for the system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*/
void BaseSystem::OnEntityValidation(Entity* entity, bool justAdded)
{
NazaraUnused(entity);

View File

@ -9,6 +9,18 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CameraComponent
* \brief NDK class that represents the component for camera
*/
/*!
* \brief Applys the view of the camera
*
* \remark Produces a NazaraAssert if the camera has no target
*/
void CameraComponent::ApplyView() const
{
NazaraAssert(m_target, "CameraComponent has no target");
@ -23,6 +35,12 @@ namespace Ndk
Nz::Renderer::SetViewport(m_viewport);
}
/*!
* \brief Gets the eye position of the camera
*
* \remark Produces a NazaraAssert if entity is invalid or has no NodeComponent
*/
Nz::Vector3f CameraComponent::GetEyePosition() const
{
NazaraAssert(m_entity && m_entity->HasComponent<NodeComponent>(), "CameraComponent requires NodeComponent");
@ -30,6 +48,12 @@ namespace Ndk
return m_entity->GetComponent<NodeComponent>().GetPosition();
}
/*!
* \brief Gets the forward direction of the camera
*
* \remark Produces a NazaraAssert if entity is invalid or has no NodeComponent
*/
Nz::Vector3f CameraComponent::GetForward() const
{
NazaraAssert(m_entity && m_entity->HasComponent<NodeComponent>(), "CameraComponent requires NodeComponent");
@ -37,6 +61,12 @@ namespace Ndk
return m_entity->GetComponent<NodeComponent>().GetForward();
}
/*!
* \brief Sets the layer of the camera in case of multiples fields
*
* \param layer Layer of the camera
*/
void CameraComponent::SetLayer(unsigned int layer)
{
m_layer = layer;
@ -44,6 +74,10 @@ namespace Ndk
m_entity->Invalidate(); // Invalidate the entity to make it passes through RenderSystem validation
}
/*!
* \brief Operation to perform when component is attached to an entity
*/
void CameraComponent::OnAttached()
{
if (m_entity->HasComponent<NodeComponent>())
@ -52,6 +86,12 @@ namespace Ndk
InvalidateViewMatrix();
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void CameraComponent::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<NodeComponent>(component))
@ -63,6 +103,12 @@ namespace Ndk
}
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void CameraComponent::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<NodeComponent>(component))
@ -73,6 +119,10 @@ namespace Ndk
}
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void CameraComponent::OnDetached()
{
m_nodeInvalidationSlot.Disconnect();
@ -80,6 +130,12 @@ namespace Ndk
InvalidateViewMatrix();
}
/*!
* \brief Operation to perform when the node is invalidated
*
* \param node Pointer to the node
*/
void CameraComponent::OnNodeInvalidated(const Nz::Node* node)
{
NazaraUnused(node);
@ -88,6 +144,12 @@ namespace Ndk
InvalidateViewMatrix();
}
/*!
* \brief Operation to perform when the render target is released
*
* \param renderTarget Pointer to the RenderTarget
*/
void CameraComponent::OnRenderTargetRelease(const Nz::RenderTarget* renderTarget)
{
if (renderTarget == m_target)
@ -96,6 +158,12 @@ namespace Ndk
NazaraInternalError("Not listening to " + Nz::String::Pointer(renderTarget));
}
/*!
* \brief Operation to perform when the render target has its size changed
*
* \param renderTarget Pointer to the RenderTarget
*/
void CameraComponent::OnRenderTargetSizeChange(const Nz::RenderTarget* renderTarget)
{
if (renderTarget == m_target)
@ -104,6 +172,10 @@ namespace Ndk
NazaraInternalError("Not listening to " + Nz::String::Pointer(renderTarget));
}
/*!
* \brief Updates the frustum of the camera
*/
void CameraComponent::UpdateFrustum() const
{
EnsureProjectionMatrixUpdate();
@ -114,6 +186,10 @@ namespace Ndk
m_frustumUpdated = true;
}
/*!
* \brief Updates the project matrix of the camera
*/
void CameraComponent::UpdateProjectionMatrix() const
{
switch (m_projectionType)
@ -139,6 +215,12 @@ namespace Ndk
m_projectionMatrixUpdated = true;
}
/*!
* \brief Updates the view matrix of the camera
*
* \remark Produces a NazaraAssert if entity is invalid or has no NodeComponent
*/
void CameraComponent::UpdateViewMatrix() const
{
NazaraAssert(m_entity && m_entity->HasComponent<NodeComponent>(), "CameraComponent requires NodeComponent");
@ -150,6 +232,12 @@ namespace Ndk
m_viewMatrixUpdated = true;
}
/*!
* \brief Updates the view port of the camera
*
* \remark Produces a NazaraAssert if entity has no target
*/
void CameraComponent::UpdateViewport() const
{
NazaraAssert(m_target, "CameraComponent has no target");

View File

@ -11,13 +11,27 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::CollisionComponent
* \brief NDK class that represents the component for collision (meant for static objects)
*/
/*!
* \brief Sets geometry for the entity
*
* \param geom Geometry used for collisions
*
* \remark Produces a NazaraAssert if the entity has no physics component and has no static body
*/
void CollisionComponent::SetGeom(Nz::PhysGeomRef geom)
{
m_geom = std::move(geom);
if (m_entity->HasComponent<PhysicsComponent>())
{
// On met à jour la géométrie du PhysObject associé au PhysicsComponent
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent
PhysicsComponent& physComponent = m_entity->GetComponent<PhysicsComponent>();
physComponent.GetPhysObject().SetGeom(m_geom);
}
@ -28,6 +42,13 @@ namespace Ndk
}
}
/*!
* \brief Initializes the static body
*
* \remark Produces a NazaraAssert if entity is invalid
* \remark Produces a NazaraAssert if entity is not linked to a world, or the world has no physics system
*/
void CollisionComponent::InitializeStaticBody()
{
NazaraAssert(m_entity, "Invalid entity");
@ -41,24 +62,44 @@ namespace Ndk
m_staticBody->EnableAutoSleep(false);
}
/*!
* \brief Operation to perform when component is attached to an entity
*/
void CollisionComponent::OnAttached()
{
if (!m_entity->HasComponent<PhysicsComponent>())
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void CollisionComponent::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent>(component))
m_staticBody.reset();
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void CollisionComponent::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<PhysicsComponent>(component))
InitializeStaticBody();
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void CollisionComponent::OnDetached()
{
m_staticBody.reset();

View File

@ -9,6 +9,22 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::GraphicsComponent
* \brief NDK class that represents the component for graphics
*/
/*!
* \brief Invalidates the data for renderable
*
* \param renderable Renderable to invalidate
* \param flags Flags for the instance
* \param index Index of the renderable to invalidate
*
* \remark Produces a NazaraAssert if index is out of bound
*/
void GraphicsComponent::InvalidateRenderableData(const Nz::InstancedRenderable* renderable , Nz::UInt32 flags, std::size_t index)
{
NazaraAssert(index < m_renderables.size(), "Invalid renderable index");
@ -19,6 +35,10 @@ namespace Ndk
r.renderable->InvalidateData(&r.data, flags);
}
/*!
* \brief Operation to perform when component is attached to an entity
*/
void GraphicsComponent::OnAttached()
{
if (m_entity->HasComponent<NodeComponent>())
@ -27,6 +47,12 @@ namespace Ndk
InvalidateTransformMatrix();
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*/
void GraphicsComponent::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<NodeComponent>(component))
@ -38,6 +64,12 @@ namespace Ndk
}
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*/
void GraphicsComponent::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<NodeComponent>(component))
@ -48,6 +80,10 @@ namespace Ndk
}
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void GraphicsComponent::OnDetached()
{
m_nodeInvalidationSlot.Disconnect();
@ -55,6 +91,12 @@ namespace Ndk
InvalidateTransformMatrix();
}
/*!
* \brief Operation to perform when the node is invalidated
*
* \param node Pointer to the node
*/
void GraphicsComponent::OnNodeInvalidated(const Nz::Node* node)
{
NazaraUnused(node);
@ -63,6 +105,10 @@ namespace Ndk
InvalidateTransformMatrix();
}
/*!
* \brief Updates the bounding volume
*/
void GraphicsComponent::UpdateBoundingVolume() const
{
EnsureTransformMatrixUpdate();
@ -75,13 +121,19 @@ namespace Ndk
m_boundingVolumeUpdated = true;
}
/*!
* \brief Updates the transform matrix of the renderable
*
* \remark Produces a NazaraAssert if entity is invalid or has no NodeComponent
*/
void GraphicsComponent::UpdateTransformMatrix() const
{
NazaraAssert(m_entity && m_entity->HasComponent<NodeComponent>(), "GraphicsComponent requires NodeComponent");
Ndk::RenderSystem& renderSystem = m_entity->GetWorld()->GetSystem<Ndk::RenderSystem>();
m_transformMatrix = Nz::Matrix4f::ConcatenateAffine(renderSystem.GetCoordinateSystemMatrix(), m_entity->GetComponent<NodeComponent>().GetTransformMatrix());
m_transformMatrix = m_entity->GetComponent<NodeComponent>().GetTransformMatrix();
m_transformMatrixUpdated = true;
}

View File

@ -7,6 +7,19 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::ParticleEmitterComponent
* \brief NDK class that represents the component emitter of particles
*/
/*!
* \brief Sets up the particles
*
* \param mapper Mapper containing layout information of each particle
* \param count Number of particles
*/
void ParticleEmitterComponent::SetupParticles(Nz::ParticleMapper& mapper, unsigned int count) const
{
if (m_isActive && m_setupFunc)

View File

@ -12,6 +12,18 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsComponent
* \brief NDK class that represents the component for physics (meant for dynamic objects)
*/
/*!
* \brief Operation to perform when component is attached to an entity
*
* \remark Produces a NazaraAssert if the world does not have a physics system
*/
void PhysicsComponent::OnAttached()
{
World* entityWorld = m_entity->GetWorld();
@ -33,6 +45,14 @@ namespace Ndk
m_object->SetMass(1.f);
}
/*!
* \brief Operation to perform when component is attached to this component
*
* \param component Component being attached
*
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent::OnComponentAttached(BaseComponent& component)
{
if (IsComponent<CollisionComponent>(component))
@ -42,6 +62,14 @@ namespace Ndk
}
}
/*!
* \brief Operation to perform when component is detached from this component
*
* \param component Component being detached
*
* \remark Produces a NazaraAssert if physical object is invalid
*/
void PhysicsComponent::OnComponentDetached(BaseComponent& component)
{
if (IsComponent<CollisionComponent>(component))
@ -51,6 +79,10 @@ namespace Ndk
}
}
/*!
* \brief Operation to perform when component is detached from an entity
*/
void PhysicsComponent::OnDetached()
{
m_object.reset();

View File

@ -19,6 +19,20 @@ namespace Ndk
constexpr std::size_t s_inputPrefixSize = Nz::CountOf(s_inputPrefix) - 1;
}
/*!
* \ingroup NDK
* \class Ndk::Console
* \brief NDK class that represents a console to help development with Lua scripting
*/
/*!
* \brief Constructs a Console object with a world to interact with
*
* \param world World to interact with
* \param size (Width, Height) of the console
* \param instance Lua instance that will interact with the world
*/
Console::Console(World& world, const Nz::Vector2f& size, Nz::LuaInstance& instance) :
m_historyPosition(0),
m_defaultFont(Nz::Font::GetDefault()),
@ -86,18 +100,35 @@ namespace Ndk
Layout();
}
/*!
* \brief Adds a line to the console
*
* \param text New line of text
* \param color Color for the text
*/
void Console::AddLine(const Nz::String& text, const Nz::Color& color)
{
AddLineInternal(text, color);
RefreshHistory();
}
/*!
* \brief Clears the console
*/
void Console::Clear()
{
m_historyLines.clear();
RefreshHistory();
}
/*!
* \brief Sends a character to the console
*
* \param character Character that will be added to the console
*/
void Console::SendCharacter(char32_t character)
{
switch (character)
@ -131,6 +162,12 @@ namespace Ndk
m_inputTextSprite->Update(m_inputDrawer);
}
/*!
* \brief Sends an event to the console
*
* \param event Event to be takin into consideration by the console
*/
void Console::SendEvent(Nz::WindowEvent event)
{
switch (event.type)
@ -170,6 +207,12 @@ namespace Ndk
}
}
/*!
* \brief Sets the character size
*
* \param size Size of the font
*/
void Console::SetCharacterSize(unsigned int size)
{
m_characterSize = size;
@ -182,6 +225,12 @@ namespace Ndk
Layout();
}
/*!
* \brief Sets the console size
*
* \param size (Width, Height) of the console
*/
void Console::SetSize(const Nz::Vector2f& size)
{
m_size = size;
@ -189,6 +238,14 @@ namespace Ndk
Layout();
}
/*!
* \brief Sets the text font
*
* \param font Reference to a valid font
*
* \remark Produces a NazaraAssert if font is invalid or null
*/
void Console::SetTextFont(Nz::FontRef font)
{
NazaraAssert(font && font->IsValid(), "Invalid font");
@ -200,6 +257,12 @@ namespace Ndk
Layout();
}
/*!
* \brief Shows the console
*
* \param show Should the console be showed
*/
void Console::Show(bool show)
{
if (m_opened != show)
@ -213,11 +276,22 @@ namespace Ndk
}
}
/*!
* \brief Adds a line to the history of the console
*
* \param text New line of text
* \param color Color for the text
*/
void Console::AddLineInternal(const Nz::String& text, const Nz::Color& color)
{
m_historyLines.emplace_back(Line{color, text});
}
/*!
* \brief Performs this action when an input is added to the console
*/
void Console::ExecuteInput()
{
Nz::String input = m_inputDrawer.GetText();
@ -237,6 +311,10 @@ namespace Ndk
RefreshHistory();
}
/*!
* \brief Places the console according to its layout
*/
void Console::Layout()
{
unsigned int lineHeight = m_defaultFont->GetSizeInfo(m_characterSize).lineHeight;
@ -258,6 +336,10 @@ namespace Ndk
m_inputBackgroundSprite->SetSize(m_size.x, m_size.y - historyHeight);
}
/*!
* \brief Refreshes the history of the console
*/
void Console::RefreshHistory()
{
m_historyDrawer.Clear();

View File

@ -8,6 +8,18 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Entity
* \brief NDK class that represents an entity in a world
*/
/*!
* \brief Constructs a Entity object by move semantic
*
* \param entity Entity to move into this
*/
Entity::Entity(Entity&& entity) :
HandledObject(std::move(entity)),
m_components(std::move(entity.m_components)),
@ -20,35 +32,57 @@ namespace Ndk
{
}
/*!
* \brief Constructs a Entity object linked to a world and with an id
*
* \param world World in which the entity interact
* \param id Identifier of the entity
*/
Entity::Entity(World* world, EntityId id) :
m_id(id),
m_world(world)
{
}
/*!
* \brief Destructs the object and calls Destroy
*
* \see Destroy
*/
Entity::~Entity()
{
Destroy();
}
/*!
* \brief Adds a component to the entity
* \return A reference to the newly added component
*
* \param componentPtr Component to add to the entity
*
* \remark Produces a NazaraAssert if component is nullptr
*/
BaseComponent& Entity::AddComponent(std::unique_ptr<BaseComponent>&& componentPtr)
{
NazaraAssert(componentPtr, "Component must be valid");
ComponentIndex index = componentPtr->GetIndex();
// Nous nous assurons que le vecteur de component est suffisamment grand pour contenir le nouveau component
// We ensure that the vector has enough space
if (index >= m_components.size())
m_components.resize(index + 1);
// Affectation et retour du component
// Affectation and return of the component
m_components[index] = std::move(componentPtr);
m_componentBits.UnboundedSet(index);
m_removedComponentBits.UnboundedReset(index);
Invalidate();
// On récupère le component et on informe les composants existants du nouvel arrivant
// We get the new component and we alert other existing components of the new one
BaseComponent& component = *m_components[index].get();
component.SetEntity(this);
@ -61,34 +95,57 @@ namespace Ndk
return component;
}
/*!
* \brief Clones the entity
* \return The clone newly created
*
* \remark The close is enable by default, even if the original is disabled
* \remark Produces a NazaraAssert if the entity is not valid
*/
const EntityHandle& Entity::Clone() const
{
///DOC: The clone is enabled by default, even if the original entity is disabled
NazaraAssert(IsValid(), "Invalid entity");
return m_world->CloneEntity(m_id);
}
/*!
* \brief Kills the entity
*/
void Entity::Kill()
{
m_world->KillEntity(this);
}
/*!
* \brief Invalidates the entity
*/
void Entity::Invalidate()
{
// On informe le monde que nous avons besoin d'une mise à jour
// We alert everyone that we have been updated
m_world->Invalidate(m_id);
}
/*!
* \brief Creates the entity
*/
void Entity::Create()
{
m_enabled = true;
m_valid = true;
}
/*!
* \brief Destroys the entity
*/
void Entity::Destroy()
{
// On informe chaque système
// We alert each system
for (std::size_t index = m_systemBits.FindFirst(); index != m_systemBits.npos; index = m_systemBits.FindNext(index))
{
if (m_world->HasSystem(index))
@ -101,15 +158,25 @@ namespace Ndk
UnregisterAllHandles();
m_components.clear();
m_componentBits.Reset();
m_valid = false;
}
/*!
* \brief Destroys a component by index
*
* \param index Index of the component
*
* \remark If component is not available, no action is performed
*/
void Entity::DestroyComponent(ComponentIndex index)
{
///DOC: N'a aucun effet si le component n'est pas présent
if (HasComponent(index))
{
// On récupère le component et on informe les composants du détachement
// We get the component and we alert existing components of the deleted one
BaseComponent& component = *m_components[index].get();
for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
{

View File

@ -5,12 +5,29 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::LuaAPI
* \brief NDK class that represents the api used for Lua
*/
/*!
* \brief Initializes the LuaAPI module
* \return true if initialization is successful
*/
bool LuaAPI::Initialize()
{
s_binding = new LuaBinding;
return true;
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the engine & SDK
*/
void LuaAPI::RegisterClasses(Nz::LuaInstance& instance)
{
if (!s_binding && !Initialize())
@ -22,6 +39,10 @@ namespace Ndk
s_binding->RegisterClasses(instance);
}
/*!
* \brief Uninitializes the LuaAPI module
*/
void LuaAPI::Uninitialize()
{
delete s_binding;

View File

@ -4,6 +4,16 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::LuaBinding
* \brief NDK class that represents the binding between the engine & the SDK with the Lua scripting
*/
/*!
* \brief Binds modules to Lua
*/
LuaBinding::LuaBinding() :
// Core
clockClass("Clock"),
@ -65,6 +75,12 @@ namespace Ndk
#endif
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the engine & SDK
*/
void LuaBinding::RegisterClasses(Nz::LuaInstance& instance)
{
RegisterCore(instance);

View File

@ -6,6 +6,10 @@
namespace Ndk
{
/*!
* \brief Binds Audio module to Lua
*/
void LuaBinding::BindAudio()
{
/*********************************** Nz::Music **********************************/
@ -164,6 +168,12 @@ namespace Ndk
soundEmitter.BindMethod("Stop", &Nz::SoundEmitter::Stop);
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the Audio classes
*/
void LuaBinding::RegisterAudio(Nz::LuaInstance& instance)
{
musicClass.Register(instance);

View File

@ -6,6 +6,10 @@
namespace Ndk
{
/*!
* \brief Binds Core module to Lua
*/
void LuaBinding::BindCore()
{
/*********************************** Nz::Clock **********************************/
@ -254,6 +258,12 @@ namespace Ndk
});
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the Core classes
*/
void LuaBinding::RegisterCore(Nz::LuaInstance& instance)
{
// Classes

View File

@ -6,6 +6,10 @@
namespace Ndk
{
/*!
* \brief Binds Graphics module to Lua
*/
void LuaBinding::BindGraphics()
{
/*********************************** Nz::InstancedRenderable ***********************************/
@ -40,6 +44,12 @@ namespace Ndk
modelClass.BindMethod("SetSkinCount", &Nz::Model::SetSkinCount);
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the Graphics classes
*/
void LuaBinding::RegisterGraphics(Nz::LuaInstance& instance)
{
instancedRenderable.Register(instance);

View File

@ -7,6 +7,10 @@
namespace Ndk
{
/*!
* \brief Binds Math module to Lua
*/
void LuaBinding::BindMath()
{
/*********************************** Nz::EulerAngles **********************************/
@ -673,6 +677,12 @@ namespace Ndk
});
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the Math classes
*/
void LuaBinding::RegisterMath(Nz::LuaInstance& instance)
{
eulerAnglesClass.Register(instance);

View File

@ -5,6 +5,10 @@
namespace Ndk
{
/*!
* \brief Binds Network module to Lua
*/
void LuaBinding::BindNetwork()
{
/*********************************** Nz::AbstractSocket **********************************/
@ -132,6 +136,12 @@ namespace Ndk
});
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the Network classes
*/
void LuaBinding::RegisterNetwork(Nz::LuaInstance& instance)
{
// Classes

View File

@ -7,10 +7,20 @@
namespace Ndk
{
/*!
* \brief Binds Renderer module to Lua
*/
void LuaBinding::BindRenderer()
{
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the Renderer classes
*/
void LuaBinding::RegisterRenderer(Nz::LuaInstance& instance)
{
}

View File

@ -7,13 +7,24 @@
namespace Ndk
{
/*!
* \brief Binds SDK module to Lua
*/
void LuaBinding::BindSDK()
{
/*********************************** Ndk::Application **********************************/
#ifndef NDK_SERVER
//application.SetMethod("AddWindow", &Application::AddWindow);
application.BindMethod("EnableConsole", &Application::EnableConsole);
application.BindMethod("EnableFPSCounter", &Application::EnableFPSCounter);
application.BindMethod("IsConsoleEnabled", &Application::IsConsoleEnabled);
application.BindMethod("IsFPSCounterEnabled", &Application::IsFPSCounterEnabled);
#endif
application.BindMethod("AddWorld", [] (Nz::LuaInstance& instance, Application* application) -> int
{
instance.Push(application->AddWorld().CreateHandle());
@ -53,7 +64,7 @@ namespace Ndk
#endif
/*********************************** Ndk::Entity **********************************/
entityClass.BindMethod("Enable", &Entity::Enable);
entityClass.BindMethod("Enable", &Entity::Enable, true);
entityClass.BindMethod("GetId", &Entity::GetId);
entityClass.BindMethod("GetWorld", &Entity::GetWorld);
entityClass.BindMethod("Kill", &Entity::Kill);
@ -128,7 +139,7 @@ namespace Ndk
#ifndef NDK_SERVER
/*********************************** Ndk::GraphicsComponent **********************************/
graphicsComponent.BindMethod("Attach", &GraphicsComponent::Attach, 0);
graphicsComponent.BindMethod("Attach", (void(Ndk::GraphicsComponent::*)(Nz::InstancedRenderableRef, int)) &GraphicsComponent::Attach, 0);
#endif
@ -143,6 +154,12 @@ namespace Ndk
#endif
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the SDK classes
*/
void LuaBinding::RegisterSDK(Nz::LuaInstance& instance)
{
// Classes
@ -173,6 +190,14 @@ namespace Ndk
instance.SetGlobal("ComponentType");
}
/*!
* \brief Gets the index of the component
* \return A pointer to the binding linked to a component
*
* \param instance Lua instance that will interact with the component
* \param argIndex Index of the component
*/
LuaBinding::ComponentBinding* LuaBinding::QueryComponentIndex(Nz::LuaInstance& instance, int argIndex)
{
switch (instance.GetType(argIndex))

View File

@ -6,6 +6,10 @@
namespace Ndk
{
/*!
* \brief Binds Utility module to Lua
*/
void LuaBinding::BindUtility()
{
/*********************************** Nz::AbstractImage **********************************/
@ -308,6 +312,12 @@ namespace Ndk
});
}
/*!
* \brief Registers the classes that will be used by the Lua instance
*
* \param instance Lua instance that will interact with the Utility classes
*/
void LuaBinding::RegisterUtility(Nz::LuaInstance& instance)
{
abstractImage.Register(instance);

View File

@ -34,6 +34,19 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::Sdk
* \brief NDK class that represents the software development kit, a set of tools made to ease the conception of application
*/
/*!
* \brief Initializes the Sdk module
* \return true if initialization is successful
*
* \remark Produces a NazaraNotice
*/
bool Sdk::Initialize()
{
if (s_referenceCounter++ > 0)
@ -104,6 +117,12 @@ namespace Ndk
}
}
/*!
* \brief Uninitializes the Sdk module
*
* \remark Produces a NazaraNotice
*/
void Sdk::Uninitialize()
{
if (s_referenceCounter != 1)

View File

@ -6,5 +6,11 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::State
* \brief NDK class that represents a state of your application
*/
State::~State() = default;
}

View File

@ -10,11 +10,29 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::ListenerSystem
* \brief NDK class that represents the audio system
*
* \remark This system is enabled if the entity owns the trait: ListenerComponent and NodeComponent
*/
/*!
* \brief Constructs an ListenerSystem object by default
*/
ListenerSystem::ListenerSystem()
{
Requires<ListenerComponent, NodeComponent>();
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void ListenerSystem::OnUpdate(float elapsedTime)
{
NazaraUnused(elapsedTime);
@ -23,18 +41,18 @@ namespace Ndk
for (const Ndk::EntityHandle& entity : GetEntities())
{
// Le listener est-il actif ?
// Is the listener actif ?
const ListenerComponent& listener = entity->GetComponent<ListenerComponent>();
if (!listener.IsActive())
continue;
// On récupère la position et la rotation pour les affecter au listener
// We get the position and the rotation to affect these to the listener
const NodeComponent& node = entity->GetComponent<NodeComponent>();
Nz::Audio::SetListenerPosition(node.GetPosition(Nz::CoordSys_Global));
Nz::Audio::SetListenerRotation(node.GetRotation(Nz::CoordSys_Global));
// On vérifie la présence d'une donnée de vitesse, et on l'affecte
// (La vitesse du listener Audio ne le fait pas se déplacer, mais affecte par exemple l'effet Doppler)
// We verify the presence of a component of velocity
// (The listener'speed does not move it, but disturbs the sound like Doppler effect)
if (entity->HasComponent<VelocityComponent>())
{
const VelocityComponent& velocity = entity->GetComponent<VelocityComponent>();

View File

@ -7,11 +7,29 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::ParticleSystem
* \brief NDK class that represents the particle system
*
* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: ParticleGroupComponent
*/
/*!
* \brief Constructs an ParticleSystem object by default
*/
ParticleSystem::ParticleSystem()
{
Requires<ParticleGroupComponent>();
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void ParticleSystem::OnUpdate(float elapsedTime)
{
for (const Ndk::EntityHandle& entity : GetEntities())

View File

@ -10,24 +10,50 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::PhysicsSystem
* \brief NDK class that represents the physics system
*
* \remark This system is enabled if the entity has the trait: NodeComponent and any of these two: CollisionComponent or PhysicsComponent
* \remark Static objects do not have a velocity specified by the physical engine
*/
/*!
* \brief Constructs an PhysicsSystem object by default
*/
PhysicsSystem::PhysicsSystem()
{
Requires<NodeComponent>();
RequiresAny<CollisionComponent, PhysicsComponent>();
}
/*!
* \brief Constructs a PhysicsSystem object by copy semantic
*
* \param system PhysicsSystem to copy
*/
PhysicsSystem::PhysicsSystem(const PhysicsSystem& system) :
System(system),
m_world()
{
}
/*!
* \brief Operation to perform when entity is validated for the system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*/
void PhysicsSystem::OnEntityValidation(Entity* entity, bool justAdded)
{
// Si l'entité ne vient pas d'être ajoutée au système, il est possible qu'elle fasse partie du mauvais tableau
// If entity has not been just added to the system, it is possible that it does not own to the right array
if (!justAdded)
{
// On prend le tableau inverse de celui dont l'entité devrait faire partie
// We take the inverted array from which the entity should belong to
auto& entities = (entity->HasComponent<PhysicsComponent>()) ? m_staticObjects : m_dynamicObjects;
entities.Remove(entity);
}
@ -36,6 +62,12 @@ namespace Ndk
entities.Insert(entity);
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void PhysicsSystem::OnUpdate(float elapsedTime)
{
m_world.Step(elapsedTime);
@ -63,8 +95,8 @@ namespace Ndk
Nz::Quaternionf newRotation = node.GetRotation(Nz::CoordSys_Global);
Nz::Vector3f newPosition = node.GetPosition(Nz::CoordSys_Global);
// Pour déplacer des objets statiques et assurer les collisions, il faut leur définir une vitesse
// (note importante: le moteur physique n'applique pas la vitesse sur les objets statiques)
// To move static objects and ensure their collisions, we have to specify them a velocity
// (/!\: the physical motor does not apply the speed on static objects)
if (newPosition != oldPosition)
{
physObj->SetPosition(newPosition);

View File

@ -14,6 +14,21 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::RenderSystem
* \brief NDK class that represents the rendering system
*
* \remark This system is enabled if the entity is a 'camera' with the trait: CameraComponent and NodeComponent
* or a drawable element with trait: GraphicsComponent and NodeComponent
* or a light element with trait: LightComponent and NodeComponent
* or a set of particles with trait: ParticleGroupComponent
*/
/*!
* \brief Constructs an RenderSystem object by default
*/
RenderSystem::RenderSystem() :
m_coordinateSystemMatrix(Nz::Matrix4f::Identity()),
m_coordinateSystemInvalidated(true)
@ -23,6 +38,12 @@ namespace Ndk
SetUpdateRate(0.f);
}
/*!
* \brief Operation to perform when an entity is removed
*
* \param entity Pointer to the entity
*/
void RenderSystem::OnEntityRemoved(Entity* entity)
{
m_cameras.Remove(entity);
@ -33,6 +54,13 @@ namespace Ndk
m_pointSpotLights.Remove(entity);
}
/*!
* \brief Operation to perform when entity is validated for the system
*
* \param entity Pointer to the entity
* \param justAdded Is the entity newly added
*/
void RenderSystem::OnEntityValidation(Entity* entity, bool justAdded)
{
NazaraUnused(justAdded);
@ -82,6 +110,12 @@ namespace Ndk
m_particleGroups.Remove(entity);
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void RenderSystem::OnUpdate(float elapsedTime)
{
NazaraUnused(elapsedTime);
@ -146,6 +180,12 @@ namespace Ndk
}
}
/*!
* \brief Updates the directional shadow maps according to the position of the viewer
*
* \param viewer Viewer of the scene
*/
void RenderSystem::UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer)
{
if (!m_shadowRT.IsValid())
@ -191,6 +231,10 @@ namespace Ndk
}
}
/*!
* \brief Updates the point spot shadow maps
*/
void RenderSystem::UpdatePointSpotShadowMaps()
{
if (!m_shadowRT.IsValid())

View File

@ -9,12 +9,31 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::VelocitySystem
* \brief NDK class that represents the velocity system
*
* \remark This system is enabled if the entity owns the trait: NodeComponent and VelocityComponent
* but it's disabled with the trait: PhysicsComponent
*/
/*!
* \brief Constructs an VelocitySystem object by default
*/
VelocitySystem::VelocitySystem()
{
Requires<NodeComponent, VelocityComponent>();
Excludes<PhysicsComponent>();
}
/*!
* \brief Operation to perform when system is updated
*
* \param elapsedTime Delta time used for the update
*/
void VelocitySystem::OnUpdate(float elapsedTime)
{
for (const Ndk::EntityHandle& entity : GetEntities())

View File

@ -16,12 +16,28 @@
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::World
* \brief NDK class that represents a world
*/
/*!
* \brief Destructs the object and calls Clear
*
* \see Clear
*/
World::~World() noexcept
{
// La destruction doit se faire dans un ordre précis
// The destruct must be done in an ordered way
Clear();
}
/*!
* \brief Adds default systems to the world
*/
void World::AddDefaultSystems()
{
AddSystem<PhysicsSystem>();
@ -34,25 +50,30 @@ namespace Ndk
#endif
}
/*!
* \brief Creates an entity in the world
* \return The entity created
*/
const EntityHandle& World::CreateEntity()
{
EntityId id;
if (!m_freeIdList.empty())
{
// On récupère un identifiant
// We get an identifier
id = m_freeIdList.back();
m_freeIdList.pop_back();
}
else
{
// On alloue une nouvelle entité
// We allocate a new entity
id = m_entities.size();
// Impossible d'utiliser emplace_back à cause de la portée
// We can't use emplace_back due to the scope
m_entities.push_back(Entity(this, id));
}
// On initialise l'entité et on l'ajoute à la liste des entités vivantes
// We initialise the entity and we add it to the list of alive entities
Entity& entity = m_entities[id].entity;
entity.Create();
@ -62,12 +83,16 @@ namespace Ndk
return m_aliveEntities.back();
}
/*!
* \brief Clears the world from every entities
*
* \remark Every handles are correctly invalidated, entities are immediately invalidated
*/
void World::Clear() noexcept
{
///DOC: Tous les handles sont correctement invalidés, les entités sont immédiatement invalidées
// Destruction des entités d'abord, et des handles ensuite
// ceci pour éviter que les handles n'informent les entités inutilement lors de leur destruction
// First, destruction of entities, then handles
// This is made to avoid that handle warn uselessly entities before their destruction
m_entities.clear();
m_aliveEntities.clear();
@ -75,6 +100,15 @@ namespace Ndk
m_killedEntities.Clear();
}
/*!
* \brief Clones the entity
* \return The clone newly created
*
* \param id Identifier of the entity
*
* \remark Produces a NazaraError if the entity to clone does not exist
*/
const EntityHandle& World::CloneEntity(EntityId id)
{
EntityHandle original = GetEntity(id);
@ -96,14 +130,29 @@ namespace Ndk
return GetEntity(clone->GetId());
}
/*!
* \brief Kills an entity
*
* \param Pointer to the entity
*
* \remark No change is done if entity is invalid
*/
void World::KillEntity(Entity* entity)
{
///DOC: Ignoré si l'entité est invalide
if (IsEntityValid(entity))
m_killedEntities.UnboundedSet(entity->GetId(), true);
}
/*!
* \brief Gets an entity
* \return A constant reference to the modified entity
*
* \param id Identifier of the entity
*
* \remark Produces a NazaraError if entity identifier is not valid
*/
const EntityHandle& World::GetEntity(EntityId id)
{
if (IsEntityIdValid(id))
@ -115,9 +164,15 @@ namespace Ndk
}
}
/*!
* \brief Updates the world
*
* \remark Produces a NazaraAssert if an entity is invalid
*/
void World::Update()
{
// Gestion des entités tuées depuis le dernier appel
// Handle killed entities before last call
for (std::size_t i = m_killedEntities.FindFirst(); i != m_killedEntities.npos; i = m_killedEntities.FindNext(i))
{
EntityBlock& block = m_entities[i];
@ -125,32 +180,32 @@ namespace Ndk
NazaraAssert(entity.IsValid(), "Entity must be valid");
// Remise en file d'attente de l'identifiant d'entité
// Send back the identifier of the entity to the free queue
m_freeIdList.push_back(entity.GetId());
// Destruction de l'entité (invalidation du handle par la même occasion)
// Destruction of the entity (invalidation of handle by the same way)
entity.Destroy();
// Nous allons sortir le handle de la liste des entités vivantes
// en swappant le handle avec le dernier handle, avant de pop
// We take out the handle from the list of alive entities
// With the idiom swap and pop
NazaraAssert(block.aliveIndex < m_aliveEntities.size(), "Alive index out of range");
if (block.aliveIndex < m_aliveEntities.size()-1) // S'il ne s'agit pas du dernier handle
if (block.aliveIndex < m_aliveEntities.size() - 1) // If it's not the last handle
{
EntityHandle& lastHandle = m_aliveEntities.back();
EntityHandle& myHandle = m_aliveEntities[block.aliveIndex];
myHandle = std::move(lastHandle);
// On n'oublie pas de corriger l'indice associé à l'entité
// We don't forget to update the index associated to the entity
m_entities[myHandle->GetId()].aliveIndex = block.aliveIndex;
}
m_aliveEntities.pop_back();
}
m_killedEntities.Reset();
// Gestion des entités nécessitant une mise à jour de leurs systèmes
// Handle of entities which need an update from the systems
for (std::size_t i = m_dirtyEntities.FindFirst(); i != m_dirtyEntities.npos; i = m_dirtyEntities.FindNext(i))
{
NazaraAssert(i < m_entities.size(), "Entity index out of range");

20
appveyor.yml Normal file
View File

@ -0,0 +1,20 @@
version: '{branch}-rev{build}'
shallow_clone: true
os:
- Visual Studio 2015
environment:
matrix:
- TOOLSET: vs2015
install:
- cd build && "./premake5.exe" %TOOLSET% && cd ..
configuration:
- DebugDynamic
- ReleaseDynamic
build:
project: build/$(TOOLSET)/NazaraEngine.sln

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@ -314,7 +314,7 @@ function NazaraBuild:Execute()
configuration({"codeblocks or codelite or gmake", "x64"})
libdirs("../extlibs/lib/" .. makeLibDir .. "/x64")
libdirs("../lib/" .. makeLibDir .. "/x86")
libdirs("../lib/" .. makeLibDir .. "/x64")
if (toolTable.Kind == "library") then
targetdir(toolTable.TargetDirectory .. "/" .. makeLibDir .. "/x64")
elseif (toolTable.Kind == "plugin") then

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@ -14,17 +14,10 @@ TOOL.Includes = {
TOOL.Files = {
"../tests/main.cpp",
"../tests/Engine/**.cpp"
"../tests/Engine/**.cpp",
"../tests/SDK/**.cpp"
}
TOOL.Libraries = {
"NazaraCore",
"NazaraAudio",
"NazaraLua",
"NazaraGraphics",
"NazaraRenderer",
"NazaraNetwork",
"NazaraNoise",
"NazaraPhysics",
"NazaraUtility"
"NazaraSDK"
}

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@ -256,78 +256,22 @@ int main()
// On lie la caméra à la fenêtre
cameraComp.SetTarget(&window);
// Et on créé deux horloges pour gérer le temps
Nz::Clock secondClock, updateClock;
// Et on créé une horloge pour gérer le temps
Nz::Clock updateClock;
Nz::UInt64 updateAccumulator = 0;
// Ainsi qu'un compteur de FPS improvisé
unsigned int fps = 0;
// Quelques variables de plus pour notre caméra
bool smoothMovement = true;
Nz::Vector3f targetPos = cameraNode.GetPosition();
// Pour ajouter une console à notre application, nous avons besoin d'un monde 2D pour gérer ces rendus
Ndk::WorldHandle world2D = application.AddWorld().CreateHandle();
world2D->GetSystem<Ndk::RenderSystem>().SetDefaultBackground(nullptr);
world2D->GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
window.EnableEventPolling(true); // Déprécié
// Nous ajoutons une caméra comme précédement
Ndk::EntityHandle viewEntity = world2D->CreateEntity();
viewEntity->AddComponent<Ndk::NodeComponent>();
application.EnableConsole(true);
application.EnableFPSCounter(true);
// À la différence que celui-ci effectuera une projection orthogonale
Ndk::CameraComponent& viewer = viewEntity->AddComponent<Ndk::CameraComponent>();
viewer.SetTarget(&window);
viewer.SetProjectionType(Nz::ProjectionType_Orthogonal);
// Nous créons un environnement Lua pour gérer nos scripts
Nz::LuaInstance lua;
// Faisons en sorte d'enregistrer les classes du moteur dans cet environnement
Ndk::LuaAPI::RegisterClasses(lua);
// Ensuite nous créons la console en elle-même
Ndk::Console console(*world2D, Nz::Vector2f(window.GetWidth(), window.GetHeight() / 4), lua);
// Nous redirigeons les logs vers cette console
Nz::Log::OnLogWriteType::ConnectionGuard logGuard = Nz::Log::OnLogWrite.Connect([&console] (const Nz::String& str)
{
console.AddLine(str);
});
// Nous réécrivons la fonction "print" du Lua pour la rediriger vers la console
lua.PushFunction([&console] (Nz::LuaInstance& instance)
{
Nz::StringStream stream;
unsigned int argCount = instance.GetStackTop();
instance.GetGlobal("tostring");
for (unsigned int i = 1; i <= argCount; ++i)
{
instance.PushValue(-1); // ToString
instance.PushValue(i); // Arg
instance.Call(1, 1);
std::size_t length;
const char* str = instance.CheckString(-1, &length);
if (i > 1)
stream << '\t';
stream << Nz::String(str, length);
instance.Pop(1);
}
console.AddLine(stream);
return 0;
});
lua.SetGlobal("print");
// Définissons quelques variables de base
lua.PushGlobal("Application", Ndk::Application::Instance());
lua.PushGlobal("Console", console.CreateHandle());
lua.PushGlobal("Spaceship", spaceship->CreateHandle());
lua.PushGlobal("World", world->CreateHandle());
Ndk::Application::ConsoleOverlay& consoleOverlay = application.GetConsoleOverlay();
consoleOverlay.lua.PushGlobal("Spaceship", spaceship->CreateHandle());
consoleOverlay.lua.PushGlobal("World", world->CreateHandle());
// Début de la boucle de rendu du programme (s'occupant par exemple de mettre à jour le monde)
while (application.Run())
@ -340,8 +284,12 @@ int main()
{
case Nz::WindowEventType_MouseMoved: // La souris a bougé
{
if (console.IsVisible())
if (application.IsConsoleEnabled())
{
Ndk::Application::ConsoleOverlay& consoleOverlay = application.GetConsoleOverlay();
if (consoleOverlay.console->IsVisible())
break;
}
// Gestion de la caméra free-fly (Rotation)
float sensitivity = 0.3f; // Sensibilité de la souris
@ -366,9 +314,6 @@ int main()
break;
case Nz::WindowEventType_KeyPressed: // Une touche a été pressée !
if (console.IsVisible())
console.SendEvent(event);
if (event.key.code == Nz::Keyboard::Key::Escape)
window.Close();
else if (event.key.code == Nz::Keyboard::F1)
@ -381,19 +326,6 @@ int main()
else
smoothMovement = true;
}
else if (event.key.code == Nz::Keyboard::F9)
console.Show(!console.IsVisible());
break;
case Nz::WindowEventType_TextEntered:
{
if (console.IsVisible())
console.SendCharacter(event.text.character);
break;
}
case Nz::WindowEventType_Resized:
console.SetSize({float(event.size.width), event.size.height / 4.f});
break;
default:
@ -417,7 +349,16 @@ int main()
// Vitesse de déplacement de la caméra
float cameraSpeed = 3.f * elapsedTime; // Trois mètres par seconde
if (!console.IsVisible())
bool move = true;
if (application.IsConsoleEnabled())
{
Ndk::Application::ConsoleOverlay& consoleOverlay = application.GetConsoleOverlay();
if (consoleOverlay.console->IsVisible())
move = false;
}
if (move)
{
// Si la touche espace est enfoncée, notre vitesse de déplacement est multipliée par deux
if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::Space))
@ -458,28 +399,6 @@ int main()
// Après avoir dessiné sur la fenêtre, il faut s'assurer qu'elle affiche cela
// Cet appel ne fait rien d'autre qu'échanger les buffers de rendu (Double Buffering)
window.Display();
// On incrémente le compteur de FPS improvisé
fps++;
if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
{
// Et on insère ces données dans le titre de la fenêtre
window.SetTitle(windowTitle + " - " + Nz::String::Number(fps) + " FPS");
/*
Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
cela fonctionnera aussi comme ceci : "Chaîne de caractères".
*/
// Et on réinitialise le compteur de FPS
fps = 0;
// Et on relance l'horloge pour refaire ça dans une seconde
secondClock.Restart();
}
}
return EXIT_SUCCESS;

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@ -94,7 +94,7 @@ int main()
std::cout << oss.str() << std::endl;
Nz::File reportFile("RapportNz::HardwareInfo.txt");
Nz::File reportFile("HardwareInfo.txt");
if (reportFile.Open(Nz::OpenMode_Text | Nz::OpenMode_Truncate | Nz::OpenMode_WriteOnly))
{
reportFile.Write(oss.str()); // Conversion implicite en Nz::String

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@ -9,14 +9,12 @@
#include <Nazara/Utility.hpp>
#include <NDK/Application.hpp>
#include <iostream>
#include <vector>
#include <unordered_map>
int main()
int main(int argc, char* argv[])
{
// This "example" has only one purpose: Giving an empty project for you to test whatever you want
// If you wish to have multiple test projects, you only have to copy/paste this directory and change the name in the build.lua
Ndk::Application app;
Ndk::Application application(argc, argv);
// Do what you want here

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@ -9,16 +9,17 @@
#include <NDK/World.hpp>
#include <iostream>
int main()
int main(int argc, char* argv[])
{
Ndk::Application application;
Ndk::Application application(argc, argv);
Nz::RenderWindow& mainWindow = application.AddWindow<Nz::RenderWindow>();
mainWindow.Create(Nz::VideoMode(800, 600, 32), "Test");
Ndk::World& world = application.AddWorld();
world.GetSystem<Ndk::RenderSystem>().SetGlobalUp(Nz::Vector3f::Down());
world.GetSystem<Ndk::RenderSystem>().SetDefaultBackground(Nz::ColorBackground::New(Nz::Color(192, 100, 100)));
world.GetSystem<Ndk::RenderSystem>().SetDefaultBackground(Nz::ColorBackground::New(Nz::Color(117, 122, 214)));
Ndk::EntityHandle viewEntity = world.CreateEntity();
@ -43,13 +44,6 @@ int main()
while (application.Run())
{
Nz::WindowEvent event;
while (mainWindow.PollEvent(&event))
{
if (event.type == Nz::WindowEventType_Quit)
application.Quit();
}
mainWindow.Display();
}

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@ -11,7 +11,7 @@
namespace Nz
{
template<typename T> void MixToMono(T* input, T* output, unsigned int channelCount, unsigned int frameCount);
template<typename T> void MixToMono(T* input, T* output, UInt32 channelCount, UInt64 frameCount);
}
#include <Nazara/Audio/Algorithm.inl>

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@ -19,16 +19,16 @@ namespace Nz
* \remark The input buffer may be the same as the output one
*/
template<typename T>
void MixToMono(T* input, T* output, unsigned int channelCount, unsigned int frameCount)
void MixToMono(T* input, T* output, UInt32 channelCount, UInt64 frameCount)
{
// To avoid overflow, we use, as an accumulator, a type which is large enough: (u)int 64 bits for integers, double for floatings
typedef typename std::conditional<std::is_unsigned<T>::value, UInt64, Int64>::type BiggestInt;
typedef typename std::conditional<std::is_integral<T>::value, BiggestInt, double>::type Biggest;
for (unsigned int i = 0; i < frameCount; ++i)
for (UInt64 i = 0; i < frameCount; ++i)
{
Biggest acc = Biggest(0);
for (unsigned int j = 0; j < channelCount; ++j)
for (UInt32 j = 0; j < channelCount; ++j)
acc += input[i * channelCount + j];
output[i] = static_cast<T>(acc / channelCount);

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@ -48,7 +48,7 @@ namespace Nz
UInt32 GetDuration() const;
AudioFormat GetFormat() const;
UInt32 GetPlayingOffset() const;
UInt32 GetSampleCount() const;
UInt64 GetSampleCount() const;
UInt32 GetSampleRate() const;
SoundStatus GetStatus() const;

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@ -50,18 +50,18 @@ namespace Nz
public:
SoundBuffer() = default;
SoundBuffer(AudioFormat format, unsigned int sampleCount, unsigned int sampleRate, const Int16* samples);
SoundBuffer(AudioFormat format, UInt64 sampleCount, UInt32 sampleRate, const Int16* samples);
SoundBuffer(const SoundBuffer&) = delete;
SoundBuffer(SoundBuffer&&) = delete;
~SoundBuffer();
bool Create(AudioFormat format, unsigned int sampleCount, unsigned int sampleRate, const Int16* samples);
bool Create(AudioFormat format, UInt64 sampleCount, UInt32 sampleRate, const Int16* samples);
void Destroy();
UInt32 GetDuration() const;
AudioFormat GetFormat() const;
const Int16* GetSamples() const;
UInt32 GetSampleCount() const;
UInt64 GetSampleCount() const;
UInt32 GetSampleRate() const;
bool IsValid() const;

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@ -21,11 +21,11 @@ namespace Nz
virtual UInt32 GetDuration() const = 0;
virtual AudioFormat GetFormat() const = 0;
virtual UInt32 GetSampleCount() const = 0;
virtual UInt64 GetSampleCount() const = 0;
virtual UInt32 GetSampleRate() const = 0;
virtual unsigned int Read(void* buffer, unsigned int sampleCount) = 0;
virtual void Seek(UInt32 offset) = 0;
virtual UInt64 Read(void* buffer, UInt64 sampleCount) = 0;
virtual void Seek(UInt64 offset) = 0;
};
}

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@ -121,7 +121,7 @@ namespace Nz
if (sizeof(T) <= sizeof(Block))
{
m_bitCount = std::numeric_limits<T>::digits;
m_blocks.push_back(value);
m_blocks.push_back(static_cast<Block>(value));
}
else
{

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@ -54,8 +54,8 @@ namespace Nz
struct InstanceData
{
InstanceData(const Matrix4f& referenceMatrix) :
transformMatrix(&referenceMatrix),
InstanceData(const Matrix4f& transformationMatrix) :
localMatrix(transformationMatrix),
flags(0)
{
}
@ -67,6 +67,7 @@ namespace Nz
data = std::move(instanceData.data);
flags = instanceData.flags;
renderOrder = instanceData.renderOrder;
localMatrix = instanceData.localMatrix;
transformMatrix = instanceData.transformMatrix;
volume = instanceData.volume;
@ -75,7 +76,8 @@ namespace Nz
std::vector<UInt8> data;
BoundingVolumef volume;
const Matrix4f* transformMatrix;
Matrix4f localMatrix;
mutable Matrix4f transformMatrix;
UInt32 flags;
int renderOrder;
};

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@ -97,6 +97,7 @@ namespace Nz
MaterialPipelineRef MaterialPipeline::New(Args&&... args)
{
std::unique_ptr<MaterialPipeline> object(new MaterialPipeline(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
}

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@ -18,8 +18,9 @@ namespace Nz
*/
inline void Model::AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix, unsigned int renderOrder)
{
InstanceData instanceData(transformMatrix);
InstanceData instanceData(Nz::Matrix4f::Identity());
instanceData.renderOrder = renderOrder;
instanceData.transformMatrix = transformMatrix;
return AddToRenderQueue(renderQueue, instanceData);
}

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@ -37,13 +37,17 @@ namespace Nz
void AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData) const override;
inline const Color& GetColor() const;
inline const Color& GetCornerColor(RectCorner corner) const;
inline const MaterialRef& GetMaterial() const;
inline const Vector3f& GetOrigin() const;
inline const Vector2f& GetSize() const;
inline const Rectf& GetTextureCoords() const;
inline void SetColor(const Color& color);
inline void SetCornerColor(RectCorner corner, const Color& color);
inline void SetDefaultMaterial();
inline void SetMaterial(MaterialRef material, bool resizeSprite = true);
inline void SetOrigin(const Vector3f& origin);
inline void SetSize(const Vector2f& size);
inline void SetSize(float sizeX, float sizeY);
inline void SetTexture(TextureRef texture, bool resizeSprite = true);
@ -63,10 +67,12 @@ namespace Nz
static bool Initialize();
static void Uninitialize();
std::array<Color, 4> m_cornerColor;
Color m_color;
MaterialRef m_material;
Rectf m_textureCoords;
Vector2f m_size;
Vector3f m_origin;
static SpriteLibrary::LibraryMap s_library;
};

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@ -15,8 +15,12 @@ namespace Nz
inline Sprite::Sprite() :
m_color(Color::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
m_size(64.f, 64.f)
m_size(64.f, 64.f),
m_origin(Nz::Vector3f::Zero())
{
for (Color& color : m_cornerColor)
color = Color::White;
SetDefaultMaterial();
}
@ -25,11 +29,8 @@ namespace Nz
*
* \param material Reference to a material
*/
inline Sprite::Sprite(MaterialRef material) :
m_color(Color::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
m_size(64.f, 64.f)
Sprite()
{
SetMaterial(std::move(material), true);
}
@ -41,9 +42,7 @@ namespace Nz
*/
inline Sprite::Sprite(Texture* texture) :
m_color(Color::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
m_size(64.f, 64.f)
Sprite()
{
SetTexture(texture, true);
}
@ -59,30 +58,63 @@ namespace Nz
m_color(sprite.m_color),
m_material(sprite.m_material),
m_textureCoords(sprite.m_textureCoords),
m_size(sprite.m_size)
m_size(sprite.m_size),
m_origin(sprite.m_origin)
{
}
/*!
* \brief Gets the color of the sprite
*
* This is the global color of the sprite, independent from corner colors
*
* \return Current color
*
* \see GetCornerColor
* \see SetColor
*/
inline const Color& Sprite::GetColor() const
{
return m_color;
}
/*!
* \brief Gets the color setup on a corner of the sprite
*
* \return Current color
*
* \param corner Corner of the sprite to query
*
* \see SetCornerColor
*/
inline const Color& Sprite::GetCornerColor(RectCorner corner) const
{
NazaraAssert(static_cast<std::size_t>(corner) < m_cornerColor.size(), "Invalid corner");
return m_cornerColor[corner];
}
/*!
* \brief Gets the material of the sprite
* \return Current material
*/
inline const MaterialRef& Sprite::GetMaterial() const
{
return m_material;
}
/*!
* \brief Gets the origin of the sprite
*
* \return Current material
*
* \see SetOrigin
*/
inline const Vector3f& Sprite::GetOrigin() const
{
return m_origin;
}
/*!
* \brief Gets the size of the sprite
* \return Current size
@ -97,18 +129,21 @@ namespace Nz
* \brief Gets the texture coordinates of the sprite
* \return Current texture coordinates
*/
inline const Rectf& Sprite::GetTextureCoords() const
{
return m_textureCoords;
}
/*!
* \brief Sets the color of the billboard
* \brief Sets the global color of the sprite
*
* \param color Color for the billboard
* This is independent from the corner color of the sprite
*
* \param color Color for the sprite
*
* \see GetColor
* \see SetCornerColor
*/
inline void Sprite::SetColor(const Color& color)
{
m_color = color;
@ -116,6 +151,26 @@ namespace Nz
InvalidateVertices();
}
/*!
* \brief Sets a color for a corner of the sprite
*
* This is independent from the sprite global color, which gets multiplied by the corner color when rendering the sprite.
*
* \param corner Corner of the sprite to set
* \param color Color for the sprite
*
* \see GetCornerColor
* \see SetColor
*/
inline void Sprite::SetCornerColor(RectCorner corner, const Color& color)
{
NazaraAssert(static_cast<std::size_t>(corner) < m_cornerColor.size(), "Invalid corner");
m_cornerColor[corner] = color;
InvalidateVertices();
}
/*!
* \brief Sets the default material of the sprite (just default material)
*/
@ -146,6 +201,24 @@ namespace Nz
}
}
/*!
* \brief Sets the origin of the sprite
*
* The origin is the center of translation/rotation/scaling of the sprite.
*
* \param origin New origin for the sprite
*
* \see GetOrigin
*/
inline void Sprite::SetOrigin(const Vector3f& origin)
{
m_origin = origin;
// On invalide la bounding box
InvalidateBoundingVolume();
InvalidateVertices();
}
/*!
* \brief Sets the size of the sprite
*
@ -240,6 +313,7 @@ namespace Nz
m_color = sprite.m_color;
m_material = sprite.m_material;
m_origin = sprite.m_origin;
m_textureCoords = sprite.m_textureCoords;
m_size = sprite.m_size;
@ -277,3 +351,4 @@ namespace Nz
}
#include <Nazara/Renderer/DebugOff.hpp>
#include "Sprite.hpp"

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@ -31,7 +31,7 @@ namespace Nz
public:
LuaInstance();
LuaInstance(const LuaInstance&) = delete;
LuaInstance(LuaInstance&&) = delete; ///TODO
inline LuaInstance(LuaInstance&& instance) noexcept;
~LuaInstance();
void ArgCheck(bool condition, unsigned int argNum, const char* error);
@ -92,16 +92,16 @@ namespace Nz
LuaType GetField(const String& fieldName, int tableIndex = -1) const;
LuaType GetGlobal(const char* name) const;
LuaType GetGlobal(const String& name) const;
lua_State* GetInternalState() const;
String GetLastError() const;
UInt32 GetMemoryLimit() const;
UInt32 GetMemoryUsage() const;
inline lua_State* GetInternalState() const;
inline String GetLastError() const;
inline std::size_t GetMemoryLimit() const;
inline std::size_t GetMemoryUsage() const;
LuaType GetMetatable(const char* tname) const;
LuaType GetMetatable(const String& tname) const;
bool GetMetatable(int index) const;
unsigned int GetStackTop() const;
LuaType GetTable(int index = -2) const;
UInt32 GetTimeLimit() const;
inline UInt32 GetTimeLimit() const;
LuaType GetType(int index) const;
const char* GetTypeName(LuaType type) const;
@ -144,7 +144,7 @@ namespace Nz
void PushString(const char* str) const;
void PushString(const char* str, std::size_t size) const;
void PushString(const String& str) const;
void PushTable(unsigned int sequenceElementCount = 0, unsigned int arrayElementCount = 0) const;
void PushTable(std::size_t sequenceElementCount = 0, std::size_t arrayElementCount = 0) const;
void* PushUserdata(std::size_t size) const;
void PushValue(int index) const;
@ -172,7 +172,7 @@ namespace Nz
void* ToUserdata(int index, const String& tname) const;
LuaInstance& operator=(const LuaInstance&) = delete;
LuaInstance& operator=(LuaInstance&&) = delete; ///TODO
inline LuaInstance& operator=(LuaInstance&& instance) noexcept;
static int GetIndexOfUpValue(int upValue);
static LuaInstance* GetInstance(lua_State* state);

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@ -13,6 +13,58 @@
namespace Nz
{
inline LuaInstance::LuaInstance(LuaInstance&& instance) noexcept :
m_memoryLimit(instance.m_memoryLimit),
m_memoryUsage(instance.m_memoryUsage),
m_timeLimit(m_timeLimit),
m_clock(std::move(m_clock)),
m_lastError(std::move(m_lastError)),
m_state(m_state),
m_level(m_level)
{
instance.m_state = nullptr;
}
inline lua_State* LuaInstance::GetInternalState() const
{
return m_state;
}
inline String LuaInstance::GetLastError() const
{
return m_lastError;
}
inline std::size_t LuaInstance::GetMemoryLimit() const
{
return m_memoryLimit;
}
inline std::size_t LuaInstance::GetMemoryUsage() const
{
return m_memoryUsage;
}
inline UInt32 LuaInstance::GetTimeLimit() const
{
return m_timeLimit;
}
inline LuaInstance& LuaInstance::operator=(LuaInstance&& instance) noexcept
{
m_clock = std::move(m_clock);
m_lastError = std::move(m_lastError);
m_level = m_level;
m_memoryLimit = instance.m_memoryLimit;
m_memoryUsage = instance.m_memoryUsage;
m_state = m_state;
m_timeLimit = m_timeLimit;
instance.m_state = nullptr;
return *this;
}
// Functions args
inline unsigned int LuaImplQueryArg(const LuaInstance& instance, int index, bool* arg, TypeTag<bool>)
{

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@ -45,20 +45,21 @@ namespace Nz
}
template<typename T>
// Les parenthèses autour de la condition sont nécesaires pour que GCC compile ça
// The parentheses are needed for GCC
typename std::enable_if<(sizeof(T) > sizeof(UInt32)), unsigned int>::type IntegralLog2(T number)
{
static_assert(sizeof(T) % sizeof(UInt32) == 0, "Assertion failed");
// L'algorithme pour le logarithme base 2 (au dessus) ne fonctionne qu'avec des nombres au plus 32bits
// ce code décompose les nombres plus grands en nombres 32 bits par masquage et bit shifting
// Masking and shifting bits to the right (to bring it back to 32 bits)
// Call of the function with 32 bits number, if the result is non-null we have our answer
for (int i = sizeof(T)-sizeof(UInt32); i >= 0; i -= sizeof(UInt32))
{
// Le masque 32 bits sur la partie du nombre qu'on traite actuellement
// The 32 bits mask on the part we are treating
T mask = T(std::numeric_limits<UInt32>::max()) << i*8;
T val = (number & mask) >> i*8; // Masquage et shifting des bits vers la droite (pour le ramener sur 32bits)
T val = (number & mask) >> i*8; // Masking and shifting bits to the right (to bring it back to 32 bits)
// Appel de la fonction avec le nombre 32bits, si le résultat est non-nul nous avons la réponse
// Call of the function with 32 bits number, if the result is non-null we have our answer
unsigned int log2 = IntegralLog2<UInt32>(val);
if (log2)
return log2 + i*8;
@ -75,20 +76,20 @@ namespace Nz
}
template<typename T>
// Les parenthèses autour de la condition sont nécesaires pour que GCC compile ça
// The parentheses are needed for GCC
typename std::enable_if<(sizeof(T) > sizeof(UInt32)), unsigned int>::type IntegralLog2Pot(T number)
{
static_assert(sizeof(T) % sizeof(UInt32) == 0, "Assertion failed");
// L'algorithme pour le logarithme base 2 (au dessus) ne fonctionne qu'avec des nombres au plus 32bits
// ce code décompose les nombres plus grands en nombres 32 bits par masquage et bit shifting
// The algorithm for logarithm in base 2 only works with numbers greather than 32 bits
// This code subdivides the biggest number into 32 bits ones
for (int i = sizeof(T)-sizeof(UInt32); i >= 0; i -= sizeof(UInt32))
{
// Le masque 32 bits sur la partie du nombre qu'on traite actuellement
// The 32 bits mask on the part we are treating
T mask = T(std::numeric_limits<UInt32>::max()) << i*8;
UInt32 val = UInt32((number & mask) >> i*8); // Masquage et shifting des bits vers la droite (pour le ramener sur 32bits)
UInt32 val = UInt32((number & mask) >> i*8); // Masking and shifting bits to the right (to bring it back to 32 bits)
// Appel de la fonction avec le nombre 32bits, si le résultat est non-nul nous avons la réponse
// Call of the function with 32 bits number, if the result is non-null we have our answer
unsigned int log2 = IntegralLog2Pot<UInt32>(val);
if (log2 || val == 1)
return log2 + i*8;

View File

@ -134,7 +134,7 @@ namespace Nz
class NAZARA_PHYSICS_API CompoundGeom : public PhysGeom
{
public:
CompoundGeom(PhysGeom** geoms, unsigned int geomCount);
CompoundGeom(PhysGeom** geoms, std::size_t geomCount);
const std::vector<PhysGeomRef>& GetGeoms() const;
GeomType GetType() const override;

View File

@ -20,16 +20,15 @@
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Utility/Sequence.hpp>
#include <limits>
namespace Nz
{
struct NAZARA_UTILITY_API AnimationParams : ResourceParameters
{
// La frame de fin à charger
unsigned int endFrame = std::numeric_limits<unsigned int>::max();
UInt32 endFrame = 0xFFFFFFFF;
// La frame de début à charger
unsigned int startFrame = 0;
UInt32 startFrame = 0;
bool IsValid() const;
};
@ -57,27 +56,27 @@ namespace Nz
~Animation();
bool AddSequence(const Sequence& sequence);
void AnimateSkeleton(Skeleton* targetSkeleton, unsigned int frameA, unsigned int frameB, float interpolation) const;
void AnimateSkeleton(Skeleton* targetSkeleton, UInt32 frameA, UInt32 frameB, float interpolation) const;
bool CreateSkeletal(unsigned int frameCount, unsigned int jointCount);
bool CreateSkeletal(UInt32 frameCount, UInt32 jointCount);
void Destroy();
void EnableLoopPointInterpolation(bool loopPointInterpolation);
unsigned int GetFrameCount() const;
unsigned int GetJointCount() const;
UInt32 GetFrameCount() const;
UInt32 GetJointCount() const;
Sequence* GetSequence(const String& sequenceName);
Sequence* GetSequence(unsigned int index);
Sequence* GetSequence(UInt32 index);
const Sequence* GetSequence(const String& sequenceName) const;
const Sequence* GetSequence(unsigned int index) const;
unsigned int GetSequenceCount() const;
int GetSequenceIndex(const String& sequenceName) const;
SequenceJoint* GetSequenceJoints(unsigned int frameIndex = 0);
const SequenceJoint* GetSequenceJoints(unsigned int frameIndex = 0) const;
const Sequence* GetSequence(UInt32 index) const;
UInt32 GetSequenceCount() const;
UInt32 GetSequenceIndex(const String& sequenceName) const;
SequenceJoint* GetSequenceJoints(UInt32 frameIndex = 0);
const SequenceJoint* GetSequenceJoints(UInt32 frameIndex = 0) const;
AnimationType GetType() const;
bool HasSequence(const String& sequenceName) const;
bool HasSequence(unsigned int index = 0) const;
bool HasSequence(UInt32 index = 0) const;
bool IsLoopPointInterpolationEnabled() const;
bool IsValid() const;
@ -87,7 +86,7 @@ namespace Nz
bool LoadFromStream(Stream& stream, const AnimationParams& params = AnimationParams());
void RemoveSequence(const String& sequenceName);
void RemoveSequence(unsigned int index);
void RemoveSequence(UInt32 index);
template<typename... Args> static AnimationRef New(Args&&... args);

View File

@ -0,0 +1,48 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_EVENTHANDLER_HPP
#define NAZARA_EVENTHANDLER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Signal.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/Event.hpp>
namespace Nz
{
class EventHandler
{
public:
EventHandler() = default;
explicit EventHandler(const EventHandler&);
EventHandler(EventHandler&&) = default;
~EventHandler() = default;
inline void Dispatch(const WindowEvent& event);
NazaraSignal(OnEvent, const EventHandler* /*eventHandler*/, const WindowEvent& /*event*/);
NazaraSignal(OnGainedFocus, const EventHandler* /*eventHandler*/);
NazaraSignal(OnLostFocus, const EventHandler* /*eventHandler*/);
NazaraSignal(OnKeyPressed, const EventHandler* /*eventHandler*/, const WindowEvent::KeyEvent& /*event*/);
NazaraSignal(OnKeyReleased, const EventHandler* /*eventHandler*/, const WindowEvent::KeyEvent& /*event*/);
NazaraSignal(OnMouseButtonDoubleClicked, const EventHandler* /*eventHandler*/, const WindowEvent::MouseButtonEvent& /*event*/);
NazaraSignal(OnMouseButtonPressed, const EventHandler* /*eventHandler*/, const WindowEvent::MouseButtonEvent& /*event*/);
NazaraSignal(OnMouseButtonReleased, const EventHandler* /*eventHandler*/, const WindowEvent::MouseButtonEvent& /*event*/);
NazaraSignal(OnMouseEntered, const EventHandler* /*eventHandler*/);
NazaraSignal(OnMouseLeft, const EventHandler* /*eventHandler*/);
NazaraSignal(OnMouseMoved, const EventHandler* /*eventHandler*/, const WindowEvent::MouseMoveEvent& /*event*/);
NazaraSignal(OnMouseWheelMoved, const EventHandler* /*eventHandler*/, const WindowEvent::MouseWheelEvent& /*event*/);
NazaraSignal(OnMoved, const EventHandler* /*eventHandler*/, const WindowEvent::PositionEvent& /*event*/);
NazaraSignal(OnQuit, const EventHandler* /*eventHandler*/);
NazaraSignal(OnResized, const EventHandler* /*eventHandler*/, const WindowEvent::SizeEvent& /*event*/);
NazaraSignal(OnTextEntered, const EventHandler* /*eventHandler*/, const WindowEvent::TextEvent& /*event*/);
};
}
#include <Nazara/Utility/EventHandler.inl>
#endif // NAZARA_EVENTHANDLER_HPP

View File

@ -0,0 +1,84 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Utility/EventHandler.hpp>
#include <memory>
#include <Nazara/Utility/Debug.hpp>
namespace Nz
{
inline EventHandler::EventHandler(const EventHandler&)
{
}
inline void EventHandler::Dispatch(const WindowEvent& event)
{
OnEvent(this, event);
switch (event.type)
{
case WindowEventType_GainedFocus:
OnGainedFocus(this);
break;
case WindowEventType_KeyPressed:
OnKeyPressed(this, event.key);
break;
case WindowEventType_KeyReleased:
OnKeyReleased(this, event.key);
break;
case WindowEventType_LostFocus:
OnLostFocus(this);
break;
case WindowEventType_MouseButtonDoubleClicked:
OnMouseButtonDoubleClicked(this, event.mouseButton);
break;
case WindowEventType_MouseButtonPressed:
OnMouseButtonPressed(this, event.mouseButton);
break;
case WindowEventType_MouseButtonReleased:
OnMouseButtonReleased(this, event.mouseButton);
break;
case WindowEventType_MouseEntered:
OnMouseEntered(this);
break;
case WindowEventType_MouseLeft:
OnMouseLeft(this);
break;
case WindowEventType_MouseMoved:
OnMouseMoved(this, event.mouseMove);
break;
case WindowEventType_MouseWheelMoved:
OnMouseWheelMoved(this, event.mouseWheel);
break;
case WindowEventType_Moved:
OnMoved(this, event.position);
break;
case WindowEventType_Quit:
OnQuit(this);
break;
case WindowEventType_Resized:
OnResized(this, event.size);
break;
case WindowEventType_TextEntered:
OnTextEntered(this, event.text);
break;
}
}
}
#include <Nazara/Utility/DebugOff.hpp>

View File

@ -34,12 +34,12 @@ namespace Nz
struct Joint
{
Int32 parent;
Quaternionf bindOrient;
String name;
Vector3f bindPos;
int parent;
unsigned int flags;
unsigned int index;
UInt32 flags;
UInt32 index;
};
MD5AnimParser(Stream& stream);
@ -47,12 +47,12 @@ namespace Nz
Ternary Check();
std::size_t GetAnimatedComponentCount() const;
UInt32 GetAnimatedComponentCount() const;
const Frame* GetFrames() const;
std::size_t GetFrameCount() const;
std::size_t GetFrameRate() const;
UInt32 GetFrameCount() const;
UInt32 GetFrameRate() const;
const Joint* GetJoints() const;
std::size_t GetJointCount() const;
UInt32 GetJointCount() const;
bool Parse();

View File

@ -22,10 +22,10 @@ namespace Nz
public:
struct Joint
{
Int32 parent;
Quaternionf bindOrient;
String name;
Vector3f bindPos;
int parent;
};
typedef Vector3ui Triangle;
@ -58,9 +58,9 @@ namespace Nz
Ternary Check();
const Joint* GetJoints() const;
std::size_t GetJointCount() const;
UInt32 GetJointCount() const;
const Mesh* GetMeshes() const;
std::size_t GetMeshCount() const;
UInt32 GetMeshCount() const;
bool Parse();

View File

@ -31,43 +31,43 @@ namespace Nz
inline String* GetMaterials();
inline const String* GetMaterials() const;
inline unsigned int GetMaterialCount() const;
inline UInt32 GetMaterialCount() const;
inline Mesh* GetMeshes();
inline const Mesh* GetMeshes() const;
inline unsigned int GetMeshCount() const;
inline UInt32 GetMeshCount() const;
inline const String& GetMtlLib() const;
inline Vector3f* GetNormals();
inline const Vector3f* GetNormals() const;
inline unsigned int GetNormalCount() const;
inline UInt32 GetNormalCount() const;
inline Vector4f* GetPositions();
inline const Vector4f* GetPositions() const;
inline unsigned int GetPositionCount() const;
inline UInt32 GetPositionCount() const;
inline Vector3f* GetTexCoords();
inline const Vector3f* GetTexCoords() const;
inline unsigned int GetTexCoordCount() const;
inline UInt32 GetTexCoordCount() const;
bool Parse(Stream& stream, std::size_t reservedVertexCount = 100);
bool Parse(Stream& stream, UInt32 reservedVertexCount = 100);
bool Save(Stream& stream) const;
inline String* SetMaterialCount(std::size_t materialCount);
inline Mesh* SetMeshCount(std::size_t meshCount);
inline String* SetMaterialCount(UInt32 materialCount);
inline Mesh* SetMeshCount(UInt32 meshCount);
inline void SetMtlLib(const String& mtlLib);
inline Vector3f* SetNormalCount(std::size_t normalCount);
inline Vector4f* SetPositionCount(std::size_t positionCount);
inline Vector3f* SetTexCoordCount(std::size_t texCoordCount);
inline Vector3f* SetNormalCount(UInt32 normalCount);
inline Vector4f* SetPositionCount(UInt32 positionCount);
inline Vector3f* SetTexCoordCount(UInt32 texCoordCount);
struct Face
{
std::size_t firstVertex;
std::size_t vertexCount;
UInt32 firstVertex;
UInt32 vertexCount;
};
struct FaceVertex
{
std::size_t normal;
std::size_t position;
std::size_t texCoord;
UInt32 normal;
UInt32 position;
UInt32 texCoord;
};
struct Mesh
@ -75,7 +75,7 @@ namespace Nz
std::vector<Face> faces;
std::vector<FaceVertex> vertices;
String name;
std::size_t material;
UInt32 material;
};
private:

View File

@ -27,9 +27,9 @@ namespace Nz
return m_materials.data();
}
inline unsigned int OBJParser::GetMaterialCount() const
inline UInt32 OBJParser::GetMaterialCount() const
{
return m_materials.size();
return static_cast<UInt32>(m_materials.size());
}
inline OBJParser::Mesh* OBJParser::GetMeshes()
@ -42,9 +42,9 @@ namespace Nz
return m_meshes.data();
}
inline unsigned int OBJParser::GetMeshCount() const
inline UInt32 OBJParser::GetMeshCount() const
{
return m_meshes.size();
return static_cast<UInt32>(m_meshes.size());
}
inline const String& OBJParser::GetMtlLib() const
@ -62,9 +62,9 @@ namespace Nz
return m_normals.data();
}
inline unsigned int OBJParser::GetNormalCount() const
inline UInt32 OBJParser::GetNormalCount() const
{
return m_normals.size();
return static_cast<UInt32>(m_normals.size());
}
inline Vector4f* OBJParser::GetPositions()
@ -77,9 +77,9 @@ namespace Nz
return m_positions.data();
}
inline unsigned int OBJParser::GetPositionCount() const
inline UInt32 OBJParser::GetPositionCount() const
{
return m_positions.size();
return static_cast<UInt32>(m_positions.size());
}
inline Vector3f* OBJParser::GetTexCoords()
@ -92,18 +92,18 @@ namespace Nz
return m_texCoords.data();
}
inline unsigned int OBJParser::GetTexCoordCount() const
inline UInt32 OBJParser::GetTexCoordCount() const
{
return m_texCoords.size();
return static_cast<UInt32>(m_texCoords.size());
}
inline String* OBJParser::SetMaterialCount(std::size_t materialCount)
inline String* OBJParser::SetMaterialCount(UInt32 materialCount)
{
m_materials.resize(materialCount);
return m_materials.data();
}
inline OBJParser::Mesh* OBJParser::SetMeshCount(std::size_t meshCount)
inline OBJParser::Mesh* OBJParser::SetMeshCount(UInt32 meshCount)
{
m_meshes.resize(meshCount);
return m_meshes.data();
@ -114,19 +114,19 @@ namespace Nz
m_mtlLib = mtlLib;
}
inline Vector3f* OBJParser::SetNormalCount(std::size_t normalCount)
inline Vector3f* OBJParser::SetNormalCount(UInt32 normalCount)
{
m_normals.resize(normalCount);
return m_normals.data();
}
inline Vector4f* OBJParser::SetPositionCount(std::size_t positionCount)
inline Vector4f* OBJParser::SetPositionCount(UInt32 positionCount)
{
m_positions.resize(positionCount);
return m_positions.data();
}
inline Vector3f* OBJParser::SetTexCoordCount(std::size_t texCoordCount)
inline Vector3f* OBJParser::SetTexCoordCount(UInt32 texCoordCount)
{
m_texCoords.resize(texCoordCount);
return m_texCoords.data();

View File

@ -84,7 +84,7 @@ namespace Nz
SubMesh* BuildSubMesh(const Primitive& primitive, const MeshParams& params = MeshParams());
void BuildSubMeshes(const PrimitiveList& list, const MeshParams& params = MeshParams());
bool CreateSkeletal(unsigned int jointCount);
bool CreateSkeletal(UInt32 jointCount);
bool CreateStatic();
void Destroy();
@ -95,23 +95,23 @@ namespace Nz
const Boxf& GetAABB() const;
String GetAnimation() const;
AnimationType GetAnimationType() const;
unsigned int GetJointCount() const;
ParameterList& GetMaterialData(unsigned int index);
const ParameterList& GetMaterialData(unsigned int index) const;
unsigned int GetMaterialCount() const;
UInt32 GetJointCount() const;
ParameterList& GetMaterialData(UInt32 index);
const ParameterList& GetMaterialData(UInt32 index) const;
UInt32 GetMaterialCount() const;
Skeleton* GetSkeleton();
const Skeleton* GetSkeleton() const;
SubMesh* GetSubMesh(const String& identifier);
SubMesh* GetSubMesh(unsigned int index);
SubMesh* GetSubMesh(UInt32 index);
const SubMesh* GetSubMesh(const String& identifier) const;
const SubMesh* GetSubMesh(unsigned int index) const;
unsigned int GetSubMeshCount() const;
int GetSubMeshIndex(const String& identifier) const;
unsigned int GetTriangleCount() const;
unsigned int GetVertexCount() const;
const SubMesh* GetSubMesh(UInt32 index) const;
UInt32 GetSubMeshCount() const;
UInt32 GetSubMeshIndex(const String& identifier) const;
UInt32 GetTriangleCount() const;
UInt32 GetVertexCount() const;
bool HasSubMesh(const String& identifier) const;
bool HasSubMesh(unsigned int index = 0) const;
bool HasSubMesh(UInt32 index = 0) const;
void InvalidateAABB() const;
@ -125,14 +125,14 @@ namespace Nz
void Recenter();
void RemoveSubMesh(const String& identifier);
void RemoveSubMesh(unsigned int index);
void RemoveSubMesh(UInt32 index);
bool SaveToFile(const String& filePath, const MeshParams& params = MeshParams());
bool SaveToStream(Stream& stream, const String& format, const MeshParams& params = MeshParams());
void SetAnimation(const String& animationPath);
void SetMaterialCount(unsigned int matCount);
void SetMaterialData(unsigned int matIndex, ParameterList data);
void SetMaterialCount(UInt32 matCount);
void SetMaterialData(UInt32 matIndex, ParameterList data);
void Transform(const Matrix4f& matrix);

View File

@ -16,9 +16,9 @@ namespace Nz
struct Sequence
{
String name;
unsigned int firstFrame;
unsigned int frameCount;
unsigned int frameRate;
UInt32 firstFrame;
UInt32 frameCount;
UInt32 frameRate;
};
struct SequenceJoint

View File

@ -37,21 +37,21 @@ namespace Nz
Skeleton(const Skeleton& skeleton);
~Skeleton();
bool Create(unsigned int jointCount);
bool Create(UInt32 jointCount);
void Destroy();
const Boxf& GetAABB() const;
Joint* GetJoint(const String& jointName);
Joint* GetJoint(unsigned int index);
Joint* GetJoint(UInt32 index);
const Joint* GetJoint(const String& jointName) const;
const Joint* GetJoint(unsigned int index) const;
const Joint* GetJoint(UInt32 index) const;
Joint* GetJoints();
const Joint* GetJoints() const;
unsigned int GetJointCount() const;
UInt32 GetJointCount() const;
int GetJointIndex(const String& jointName) const;
void Interpolate(const Skeleton& skeletonA, const Skeleton& skeletonB, float interpolation);
void Interpolate(const Skeleton& skeletonA, const Skeleton& skeletonB, float interpolation, unsigned int* indices, unsigned int indiceCount);
void Interpolate(const Skeleton& skeletonA, const Skeleton& skeletonB, float interpolation, UInt32* indices, UInt32 indiceCount);
bool IsValid() const;

View File

@ -39,15 +39,15 @@ namespace Nz
virtual const Boxf& GetAABB() const = 0;
virtual AnimationType GetAnimationType() const = 0;
virtual const IndexBuffer* GetIndexBuffer() const = 0;
unsigned int GetMaterialIndex() const;
UInt32 GetMaterialIndex() const;
const Mesh* GetParent() const;
PrimitiveMode GetPrimitiveMode() const;
unsigned int GetTriangleCount() const;
virtual unsigned int GetVertexCount() const = 0;
UInt32 GetTriangleCount() const;
virtual UInt32 GetVertexCount() const = 0;
virtual bool IsAnimated() const = 0;
void SetMaterialIndex(unsigned int matIndex);
void SetMaterialIndex(UInt32 matIndex);
void SetPrimitiveMode(PrimitiveMode mode);
// Signals:
@ -56,7 +56,7 @@ namespace Nz
protected:
PrimitiveMode m_primitiveMode;
const Mesh* m_parent;
unsigned int m_matIndex;
UInt32 m_matIndex;
};
}

View File

@ -14,7 +14,7 @@
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Utility/Event.hpp>
#include <Nazara/Utility/EventHandler.hpp>
#include <Nazara/Utility/VideoMode.hpp>
#include <Nazara/Utility/WindowHandle.hpp>
#include <queue>
@ -52,9 +52,15 @@ namespace Nz
void Destroy();
inline void EnableCloseOnQuit(bool closeOnQuit);
NAZARA_DEPRECATED("Event pooling/waiting is deprecated, please use the EventHandler system")
inline void EnableEventPolling(bool enable);
void EnableKeyRepeat(bool enable);
void EnableSmoothScrolling(bool enable);
EventHandler& GetEventHandler();
WindowHandle GetHandle() const;
unsigned int GetHeight() const;
Vector2i GetPosition() const;
@ -71,8 +77,11 @@ namespace Nz
inline bool IsValid() const;
bool IsVisible() const;
NAZARA_DEPRECATED("Event pooling/waiting is deprecated, please use the EventHandler system")
bool PollEvent(WindowEvent* event);
void ProcessEvents(bool block = false);
void SetCursor(WindowCursor cursor);
void SetCursor(const Cursor& cursor);
void SetEventListener(bool listener);
@ -90,6 +99,7 @@ namespace Nz
void SetTitle(const String& title);
void SetVisible(bool visible);
NAZARA_DEPRECATED("Event pooling/waiting is deprecated, please use the EventHandler system")
bool WaitEvent(WindowEvent* event);
Window& operator=(const Window&) = delete;
@ -114,10 +124,12 @@ namespace Nz
ConditionVariable m_eventCondition;
Mutex m_eventMutex;
Mutex m_eventConditionMutex;
bool m_eventListener;
bool m_waitForEvent;
#endif
EventHandler m_eventHandler;
bool m_closed;
bool m_closeOnQuit;
bool m_eventPolling;
bool m_ownsWindow;
};
}

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