Nathan Bowhay
32a4365ea9
Optimized code
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Since floating point division is the most expensive operation, it was
optimized.
2015-02-12 11:00:25 -08:00
Nathan Bowhay
57bad98569
Fixed spacing and optimized
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Fixed tab vs 3 spaces and optimized the code a bit.
2015-02-12 08:31:54 -08:00
Nathan Bowhay
02f859c150
Fixed spacing to fit GG standards.
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Fixed tabs to 3 spaces.
2015-02-11 10:53:34 -08:00
Nathan Bowhay
ad267f0505
Fixed angle conversion issues
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Fixed a variable name and method that should be const.
Also fixed several angle conversion functions that didn't convert the
angle correct.
2015-02-03 12:16:06 -08:00
Nathan Bowhay
c7e0d83587
Fixed possible divide by zero issues.
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Fixed several areas in the point class that could have a divide by zero
issue.
2015-02-03 12:13:06 -08:00
Nathan Bowhay
686b9fced9
Round function can now round to number of digits
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Changed round function to support optional n parameter to round to that
many digits.
2015-02-03 11:52:06 -08:00
Nathan Bowhay
2efe1a9c0a
Added More Vector math functions
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Added VectorMul (vector multiply), VectorDiv (vector divide, and
VectorMidPoint to find the midpoint of two vectors.
2015-02-03 10:59:32 -08:00
Daniel Buckmaster
014b566014
Merge remote-tracking branch 'gg/development-3.6' into development
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Conflicts:
Engine/source/T3D/gameFunctions.cpp
2015-01-29 21:17:38 +11:00
Luis Anton Rebollo
ea0e3fd683
Merge pull request #1096 from bpay/fix-include-guards
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Fix include guards
2015-01-24 23:02:13 +01:00
LuisAntonRebollo
4e9034854d
Linux implementation. Include changes for gcc x64.
2015-01-24 22:08:26 +01:00
Ben Payne
b2b950c84a
Add missing include guards to some headers
2015-01-06 00:42:33 -05:00
Daniel Buckmaster
3ab048c5b0
Fixes after feedback from Luis.
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* Made use of dStrIsEmpty in more locations (and fixed it :P)
* Removed commented-out code
* Corrected default params
* Fixed some console warning formats
* Removed tabs
* Corrected setExtent API
2014-12-23 18:48:02 +11:00
Daniel Buckmaster
9396ae7176
Merge remote-tracking branch 'Winterleaf/Development-Console' into defineconsolemethod
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Conflicts:
Engine/source/T3D/missionMarker.cpp
2014-12-21 21:23:55 +11:00
Daniel Buckmaster
2546eec014
Merge pull request #877 from GarageGames/revert-794-euler_to_quat_revert
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Revert "Euler to quat reversion"
2014-11-24 11:02:00 +11:00
Vincent Gee
98f718552d
Fixed mAsin back to mSin
2014-11-17 21:18:52 -05:00
Daniel Buckmaster
8538b5fdbf
Little optimization in mPlane, originally by Winterleaf
2014-11-05 21:17:12 +11:00
Vincent Gee
2ec5af703c
Fixed Return value from false to 0 (which is U32)
2014-11-05 21:13:01 +11:00
Vincent Gee
535ad45635
Improvements to the math in mEase
2014-11-04 06:14:43 -05:00
Vincent Gee
acb192e2a5
Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro.
2014-11-03 22:42:51 -05:00
Daniel Buckmaster
6009ac3568
Revert "Euler to quat reversion"
2014-10-31 09:20:53 +11:00
LuisAntonRebollo
535f56af6e
Merge pull request #801 from eightyeight/gtest-tests
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Googletest tests
2014-10-02 01:31:13 +02:00
Azaezel
f678a19be8
Testing using the regenerating turret https://github.com/Azaezel/Torque3D/tree/outpost_testbed_clean shows that tracking is precisely inverted using 8b1ff267f0 (diff-983ceaf4b3cbddd4701734aaa048a79e) . reversion PR till someone has time to properly review whether that's fouled conversion on my part, or if turrets were accounting for bad math to start with.
2014-09-23 19:15:43 -05:00
Daniel Buckmaster
7555f1d2cc
Merge branch 'development' into gtest-tests
2014-07-13 20:07:03 +02:00
Daniel Buckmaster
7b184312df
Moved matrix multiplication implementation test.
2014-07-13 09:12:43 +02:00
Daniel Buckmaster
c0851e9fc2
Fixed plane tests.
2014-07-10 10:35:16 +02:00
Daniel Buckmaster
2c2284e699
Ported maths tests and added a test for #570 .
2014-07-08 23:12:49 +02:00
Daniel Buckmaster
8b1ff267f0
Fixed quaternion set from euler.
2014-07-08 18:38:10 +02:00
bank
f3fc84738b
Use fixed buffer size var when allocating return buffer from console.
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Conflicts:
Engine/source/T3D/missionArea.cpp
Engine/source/gui/editor/guiDebugger.cpp
2014-06-11 13:09:55 +04:00
Daniel Buckmaster
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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Conflicts:
Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
Daniel Buckmaster
535f6b6bd7
Fixed Box3F::overlap
2014-02-08 23:49:20 +11:00
DavidWyand-GG
91e542b8ec
SceneCullingState with culling and camera frustum
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- Fix for issue https://github.com/GarageGames/Torque3D/issues/525 This
fix takes into account the skewed view into the world when you have a
projection offset and the ability to see further into the scene at the
edges opposite to the offset.
- SceneCullingState now has two frustum rather than one: a culling
frustum and camera frustum.
- The camera frustum should be referenced when you need the projection
matrix or don't want a skewed frustum.
- The culling frustum should be referenced during any scene culling or
when determining what dynamic geometry to render. It currently skews
itself to take into account any projection offset (automatically
calculated in SceneCullingState constructor).
- When there is no projection offset, the camera frustum and culling
frustum are the same. This usually means any time when not using the
Oculus Rift.
2013-11-07 15:07:16 -05:00
DavidWyand-GG
fc51f9767a
Fix for RectF::intersectTriangle()
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Reported in this issue:
https://github.com/GarageGames/Torque3D/issues/512
2013-11-06 14:17:44 -05:00
DavidWyand-GG
f790d58978
Frustum Comparison Fix
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- Frustum comparison now includes comparing the projection offset.
- Fixes objects that only set the projection matrix if the frustum has
changed during side-by-side rendering, such as the WaterPlane.
2013-10-26 16:29:46 -04:00
cpusci
7a8f46b19f
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
2013-08-04 16:58:59 -05:00
cpusci
4c35fd37af
Simple pass over the codebase to standardize the platform types.
2013-08-04 16:26:01 -05:00
Lukas Joergensen
c0e4f4574e
Changed mASin to mSin in mEaseOutElastic
2013-05-15 20:54:40 +02:00
DavidWyand-GG
b32e7688c2
Side by side rendering
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- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
DavidWyand-GG
a40db9fa9b
zero() method added to all point classes
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Only some of the mPointX classes had the zero() method implemented.
This commit adds the method to all point classes.
2013-04-09 11:38:48 -04:00
DavidWyand-GG
af7787b4bb
New console type for Point3I
2013-01-22 17:37:57 -05:00
DavidWyand-GG
cfb90f37e4
Fix for Issue #136 for Zoning Bug
2012-11-08 18:19:33 -05:00
bank
d2700f881c
Source changes needed for Linux build.
2012-09-23 15:31:56 +04:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00