Maybe doxy will pick them up now????

This commit is contained in:
2024-05-31 19:57:15 -04:00
parent 205d1af239
commit 28ab645365
11 changed files with 65 additions and 65 deletions

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@@ -8,9 +8,9 @@ using J3ML::Geometry::Frustum;
using J3ML::Geometry::Sphere;
namespace Collision {
AABB genMinimallyEnclosingAABB(const VertexArray* vA); //Creates an AABB around a Vertex Array. *SLOW*
AABB genMinimallyEnclosingAABB(const VertexArray* vA, const Vector3& rotation); //Creates an AABB around a Vertex Array using the OBB. *FAST*
Sphere genMinimallyEnclosingSphere(const VertexArray* vA); //Creates a minimally enclosing sphere around a VertexArray using the cached OBB *FAST*
OBB genMinimallyEnclosingOBB(const VertexArray* vA, const Vector3& rotation); //Creates an OBB around a VertexArray. Should ideally only be used when loading. *SLOW*
VertexArray getDrawable(const Shape& collider); //Returns a renderable version of the collider for debug reasons.
AABB genMinimallyEnclosingAABB(const VertexArray* vA); ///Creates an AABB around a Vertex Array. *SLOW*
AABB genMinimallyEnclosingAABB(const VertexArray* vA, const Vector3& rotation); ///Creates an AABB around a Vertex Array using the OBB. *FAST*
Sphere genMinimallyEnclosingSphere(const VertexArray* vA); ///Creates a minimally enclosing sphere around a VertexArray using the cached OBB *FAST*
OBB genMinimallyEnclosingOBB(const VertexArray* vA, const Vector3& rotation); ///Creates an OBB around a VertexArray. Should ideally only be used when loading. *SLOW*
VertexArray getDrawable(const Shape& collider); ///Returns a renderable version of the collider for debug reasons.
}

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@@ -4,6 +4,6 @@ using namespace J3ML;
using J3ML::LinearAlgebra::Vector3;
Vector3 calcAngle(Vector3 sP, Vector3 eP) { //Calculates the angle between two points in 3D space.
Vector3 calcAngle(Vector3 sP, Vector3 eP) { ///Calculates the angle between two points in 3D space.
return {static_cast<float>((-(asinf((eP.y - sP.y) / Vector3::Distance(sP, eP)) * 180.0f / Math::Pi))),static_cast<float>(-(atan2f(eP.x - sP.x,eP.z - sP.z) / Math::Pi * 180.0f)),0};
}

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@@ -2,6 +2,6 @@
#include <typeinfo>
template <typename Source, typename Target>
bool instanceOf(Source* source, Target* target) { //Returns true if target is the exact same class type as source.
bool instanceOf(Source* source, Target* target) { ///Returns true if target is the exact same class type as source.
return typeid(*source) == typeid(*target);
}

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@@ -9,7 +9,7 @@
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Vector2;
class Camera; //Forward declaration of Camera.
class Camera; ///Forward declaration of Camera.
// TODO: Move data to Entity / or rename to DataModelEntry
struct ByteArray {
@@ -48,7 +48,7 @@ private:
Vector3 globalLightColor = {0, 0, 0};
Vector4 globalFogColor = {0, 0, 0, 0};
Vector2 globalFogRange = {0, 0};
GLenum globalFogMode = NULL; //There's Linear, GL_EXP, GL_EXP2.
GLenum globalFogMode = NULL; ///There's Linear, GL_EXP, GL_EXP2.
GLfloat globalFogDensity = 0.0f;
public:

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@@ -7,11 +7,11 @@
using J3ML::LinearAlgebra::Matrix4x4;
using J3ML::Geometry::Frustum;
class Camera : public Moby {//The base camera class. Entirely stationary.
class Camera : public Moby {///The base camera class. Entirely stationary.
public:
Matrix4x4 GetViewMatrix(); //Returns the current ViewMatrix.
Matrix4x4 GetViewMatrix(); ///Returns the current ViewMatrix.
bool raycast(Entity* entity);
Frustum getFrustum(); //Returns the view frustum of the camera.
Frustum getFrustum(); ///Returns the view frustum of the camera.
void Rotate(float amt, Vector3 axis) { }
void Translate(Vector3 dir) { }
void pre_render() override {};

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@@ -11,16 +11,16 @@ using J3ML::LinearAlgebra::Matrix4x4;
using J3ML::LinearAlgebra::Vector3;
class Entity { //Base entity type.
class Entity { ///Base entity type.
private:
virtual void loadTexture(); //Loads the texture for the entity.
void loadGeometry(); //Loads the geometry for it.
GLfloat scale = 1.0f; //The scale it should be rendered at.
virtual void loadTexture(); ///Loads the texture for the entity.
void loadGeometry(); ///Loads the geometry for it.
GLfloat scale = 1.0f; ///The scale it should be rendered at.
protected:
std::string modelPath;
std::string texturePath;
Entity* parent; //If the entity has a parent entity, It's here.
std::vector<Entity*> children; //Entity list of child entities.
Entity* parent; ///If the entity has a parent entity, It's here.
std::vector<Entity*> children; ///Entity list of child entities.
public:
std::string name; //Entity name. TODO remove this.
bool alive;
@@ -41,16 +41,16 @@ public:
archive & GetEntityUUIDList();
}
Vector3 angle = {0,0,0}; //Pitch Yaw Roll, The orientation of the entity in the world,
bool collidable = true; //Whether an entity is solid. Entities are solid by default.
Vector3 angle = {0,0,0}; ///Pitch Yaw Roll, The orientation of the entity in the world,
bool collidable = true; ///Whether an entity is solid. Entities are solid by default.
virtual Texture* getTexture(); //Returns the texture for the entity. Loads it if it's not in the list.
virtual VertexArray* getGeometry(); //Returns the geometry for the entity. Loads it if it's not in the list.
AABB getAABB(); //Returns the AABB for the entity.
Sphere getSphere(); //Returns the minimal enclosing sphere for the entity.
OBB getOBB(); //Returns the OBB of the entity.
std::vector<Entity*> GetChildren(); //Returns the entity list of the entities children.
virtual void SetParent(Entity* parent); //Sets a given entity as this entities parent.
virtual Texture* getTexture(); ///Returns the texture for the entity. Loads it if it's not in the list.
virtual VertexArray* getGeometry(); ///Returns the geometry for the entity. Loads it if it's not in the list.
AABB getAABB(); ///Returns the AABB for the entity.
Sphere getSphere(); ///Returns the minimal enclosing sphere for the entity.
OBB getOBB(); ///Returns the OBB of the entity.
std::vector<Entity*> GetChildren(); ///Returns the entity list of the entities children.
virtual void SetParent(Entity* parent); ///Sets a given entity as this entities parent.
bool IsDescendantOf(Entity* ancestor);
bool IsAncestorOf(Entity* descendant);
std::vector<Entity*> GetDescendants();
@@ -83,7 +83,7 @@ public:
protected:
Matrix4x4 coordinates;
J3ML::LinearAlgebra::Position position; // X Y Z
J3ML::LinearAlgebra::Position position; /// X Y Z
public:
std::string uuid;
u32 ticksAlive; //At 64tps it'd take 776 days to overflow.
@@ -91,13 +91,13 @@ public:
void SetPos(const Vector3& rhs);
Matrix4x4 GetMatrix() const;
void SetMatrix(const Matrix4x4& rhs);
void erase(); //Removes an entity from the list, Checks if the assets are being used by any other entity. Removes them from their lists & deletes. Then deletes the entity.
void erase(); ///Removes an entity from the list, Checks if the assets are being used by any other entity. Removes them from their lists & deletes. Then deletes the entity.
bool draw = true;
bool occluded();
bool isCollidingWith(Entity* entity);
virtual void pre_render() {}
virtual void post_render() {}
virtual void render(); //The default rendering routine. Works for 99% of cases.
virtual void render(); ///The default rendering routine. Works for 99% of cases.
virtual void update(float elapsed) {}
virtual void ticc(int tics)
{
@@ -106,8 +106,8 @@ public:
Entity();
Entity(const Entity& rhs) = default; // Boilerplate: Copy Constructor
Entity(Entity&& rhs) = default; // Boilerplate: Move Constructor
Entity(const Entity& rhs) = default; /// Boilerplate: Copy Constructor
Entity(Entity&& rhs) = default; /// Boilerplate: Move Constructor
~Entity() = default;
};

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@@ -2,23 +2,23 @@
#include <types/entity/entity.h>
class Moby : public Entity { //A "Movable Object". Things that will move often are derived from this.
class Moby : public Entity { ///A "Movable Object". Things that will move often are derived from this.
public:
Moby(): Entity(), velAngle({0,0,0})
{
}
Vector3 velAngle = {0,0,0}; //The angle of velocity.
float hVelocity; //Horizontal speed.
float vVelocity; //Vertical speed.
Vector3 velAngle = {0,0,0}; ///The angle of velocity.
float hVelocity; ///Horizontal speed.
float vVelocity; ///Vertical speed.
Vector3 upVector = {0.0f,1.0f,0.0f};
virtual void hMove(Vector3 a, float vel);
void vMove(float vel);
Vector3 simulateHMove(Vector3 a, float speed);
Vector3 simulateVMove(Vector3 position, float speed);
Vector3 fAngle(); // forward angle
Vector3 bAngle(); // back angle
Vector3 lAngle(); // left angle
Vector3 rAngle(); // right angle
Vector3 fAngle(); /// forward angle
Vector3 bAngle(); /// back angle
Vector3 lAngle(); /// left angle
Vector3 rAngle(); /// right angle
};

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@@ -3,7 +3,7 @@
#include <types/vertex.h>
#include <types/entity/moby.h>
class Skybox : public Moby { //Simple skybox, A sphere with a texture on it where the center of the sphere is always the camera.
class Skybox : public Moby { ///Simple skybox, A sphere with a texture on it where the center of the sphere is always the camera.
public:
void pre_render() override;
Skybox();

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@@ -7,10 +7,10 @@ class Shader {
public:
std::string name;
//The shader program
///The shader program
GLuint id = NULL;
//The individual shaders
///The individual shaders
GLuint vertex = NULL;
GLuint fragment = NULL;

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@@ -9,19 +9,19 @@ class Entity;
class Texture {
public:
std::vector<Entity*> usedBy; //Reference counter.
GLuint id = 0; //The id OpenGL uses to keep track of where the texture is in vram.
void load(Entity* entity, const std::string& file, bool storeOnTextureList); //Loads a texture for a given entity type from a file you specify.
virtual void erase(); //removes texture from texture list and deletes it.
std::vector<Entity*> usedBy; ///Reference counter.
GLuint id = 0; ///The id OpenGL uses to keep track of where the texture is in vram.
void load(Entity* entity, const std::string& file, bool storeOnTextureList); ///Loads a texture for a given entity type from a file you specify.
virtual void erase(); ///removes texture from texture list and deletes it.
void erase(Texture* texture) const;
Texture(Entity* entity, const char *filePath, bool storeOnTextureList); //Constructor. Calls load.
Texture(Entity* entity, const char *filePath, bool storeOnTextureList); ///Constructor. Calls load.
Texture() = default;
};
class MultiTexture : public Texture {
public:
void erase() override;
std::vector<Texture> multi; //Every texture other than the base texture.
MultiTexture(Entity* entity, const char* pathContainingTextures, bool storeOnTextureList); //Loads a multi-texture from a given directory. One must be called "default.png"
std::vector<Texture> multi; ///Every texture other than the base texture.
MultiTexture(Entity* entity, const char* pathContainingTextures, bool storeOnTextureList); ///Loads a multi-texture from a given directory. One must be called "default.png"
//TODO load multi-texture from array of std::string of file names.
};

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@@ -9,15 +9,15 @@
#include <glad/glad.h>
#include <J3ML/Geometry/OBB.h>
//Forward declaration of entity.
///Forward declaration of entity.
class Entity;
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Vector2;
using J3ML::Geometry::OBB;
typedef Vector3 Vertex; //A point which makes up a model in 3D space.
typedef Vector2 TextureCoordinate; //Determines how your texture is wrapped around the model.
typedef Vector3 Vertex; ///A point which makes up a model in 3D space.
typedef Vector2 TextureCoordinate; ///Determines how your texture is wrapped around the model.
class VertexArray {
private:
@@ -25,21 +25,21 @@ private:
*It's faster to create an OBB when loading and then apply the rotation of the entity at the time, then create the other collider you want */
OBB cachedOBB;
public:
std::vector<Vertex> vertices; //A list of points in 3d space that make up the model.
std::vector<unsigned int> indices; //A list specifying how to connect the vertices together to make triangular faces.
std::vector<Vertex> vertices; ///A list of points in 3d space that make up the model.
std::vector<unsigned int> indices; ///A list specifying how to connect the vertices together to make triangular faces.
std::vector<TextureCoordinate> texCoords;
std::vector<Entity*> usedBy; //Reference counter
GLuint vbo = 0; //Id OpenGL uses to keep track of where the vertices are in vram.
GLuint ebo = 0; //Id OpenGL uses to keep track of where the indices are in vram.
GLuint tbo = 0; //Id OpenGL uses to keep track of where the texture coordinates are in vram.
std::vector<Entity*> usedBy; ///Reference counter
GLuint vbo = 0; ///Id OpenGL uses to keep track of where the vertices are in vram.
GLuint ebo = 0; ///Id OpenGL uses to keep track of where the indices are in vram.
GLuint tbo = 0; ///Id OpenGL uses to keep track of where the texture coordinates are in vram.
void load(const std::string& filename); //Loads a model of a given filename.
void load(const std::string& filename); ///Loads a model of a given filename.
[[nodiscard]] OBB getCachedOBB(const Matrix3x3& rotation) const;
[[nodiscard]] OBB getCachedOBB(const Vector3& rotation) const; //Returns the OBB given the rotation of the entity.
[[nodiscard]] OBB getCachedOBB(const Vector3& rotation) const; ///Returns the OBB given the rotation of the entity.
[[nodiscard]] OBB getCachedOBB(const EulerAngle& rotation) const;
virtual void draw(); //Renders the model in the way you'd expect.
void drawWireframe(); //Renders a wireframe of the model with no texture.
explicit VertexArray(Entity* entity, const std::string& filename, bool storeOnGeometryList); //Constructor, calls load.
virtual void draw(); ///Renders the model in the way you'd expect.
void drawWireframe(); ///Renders a wireframe of the model with no texture.
explicit VertexArray(Entity* entity, const std::string& filename, bool storeOnGeometryList); ///Constructor, calls load.
VertexArray() = default;
void erase() const; //Removes Vertex Array from geometry list and deletes it.
void erase() const; ///Removes Vertex Array from geometry list and deletes it.
};