Module CS/libs/csengine/objects/

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Summary Period: 1999-05-06 to 2003-07-09

Modules

[root]/CS/libs/csengine/objects

Lines Of Code


Total Lines Of Code: 976 (2003-07-11 20:29)

Authors

Author Changes Lines of code Lines per change
Totals 747 (100.0%) 18546 (100.0%) 24.8
jorrit 505 (67.6%) 14207 (76.6%) 28.1
serplord 26 (3.5%) 1293 (7.0%) 49.7
bdavis 6 (0.8%) 994 (5.4%) 165.6
sunshine 42 (5.6%) 400 (2.2%) 9.5
mgeisse 36 (4.8%) 298 (1.6%) 8.2
andyz 29 (3.9%) 250 (1.3%) 8.6
andy 13 (1.7%) 181 (1.0%) 13.9
thieber 16 (2.1%) 150 (0.8%) 9.3
norman 20 (2.7%) 140 (0.8%) 7.0
dentoid 8 (1.1%) 108 (0.6%) 13.5
wouter 5 (0.7%) 104 (0.6%) 20.8
ate 2 (0.3%) 101 (0.5%) 50.5
mrsigma 3 (0.4%) 74 (0.4%) 24.6
vengeance2001 4 (0.5%) 72 (0.4%) 18.0
azverkan 1 (0.1%) 45 (0.2%) 45.0
philwyett 10 (1.3%) 28 (0.2%) 2.8
thebolt00 3 (0.4%) 27 (0.1%) 9.0
duhprey 4 (0.5%) 18 (0.1%) 4.5
miklby 4 (0.5%) 15 (0.1%) 3.7
tetron 2 (0.3%) 13 (0.1%) 6.5
res2002 4 (0.5%) 13 (0.1%) 3.2
acraig 1 (0.1%) 8 (0.0%) 8.0
toxe 1 (0.1%) 4 (0.0%) 4.0
link 1 (0.1%) 2 (0.0%) 2.0
travis_mcintosh 1 (0.1%) 1 (0.0%) 1.0

Most Recent Commits

jorrit 2003-07-09 09:07

- Jorrit fixed PlaceMesh() so that it now uses
engine->GetNearbyObjects(). That makes it a lot more efficient
then the old implementation which simply traversed all objects
in the current sector.
- Jorrit added iMeshWrapperIterator to iterate over meshes.
- Jorrit added three new functions to iEngine: GetNearbyMeshes()
and two versions of GetVisibleMeshes(). These functions complement
the already existing GetNearbyObjects() and GetVisibleObjects().
Instead of returning an iObjectIterator they return an
iMeshWrapperIterator. This avoids the need to do SCF_QUERY_INTERFACE
to get the iMeshWrapper in the code using the iterator so this
can be a significant optimization.
The Get...Objects() functions will not be removed because in the
future they will also return lights.
Side note: GetVisibleObjects() and GetVisibleMeshes() are not
implemented yet.
- Jorrit changed PlaceMesh() so it uses GetNearbyMeshes() now.
- Jorrit changed Walktest collision detection code so it uses
GetNearbyMeshes().

8 lines of code changed in:

dentoid 2003-07-02 15:05

Made sure NextFrame is called when rendering with new renderer.

2 lines of code changed in:

jorrit 2003-06-20 11:09

- Jorrit did the following region related changes:
- Removed the concept of the current region. The engine still
manages regions but no longer knows about the current region.
- Removed engine->SelectRegion(), engine->GetCurrentRegion(),
and engine->AddToCurrentRegion().
- Added engine->CreateRegion(). This function will create a region
and add it to the region list. If the region already exists
it will simply return a pointer to that.
- Removed support for the <region> keyword in map files.
- Added optional region parameter to iLoader->LoadLibraryFile().
- Replaced boolean resolveOnlyRegion parameter in
iLoader->LoadMapFile() with a pointer to the actual region
instead.
- Changed the parser to add all objects to the current region
itself.
- Sequences, triggers, and shared variables are also put in
regions now.
- The region code now supports removing sequences, triggers, and
shared variables too.

0 lines of code changed in:

jorrit 2003-06-16 10:07

- Jorrit fixed a bug in DeferUpdateLighting(). It was not correctly
transforming the bounding box of the object to world space.

4 lines of code changed in:

res2002 2003-06-15 23:11

Made the following changes to the MSVC warning suppression:
- added some missing descriptions of silenced warnings
- removed silencing of "unused variable" warning and turned
emission of "class has virtual functions, but destructor is not
virtual" on. This is the beginning of an attempt to have MSVC
emit the same warnings as GCC (as far as possible.) More tweaks
will follow over time.
Made some common functions 'intrinsic' on MSVC.
Fixed a few compiler warnings.

1 lines of code changed in:

jorrit 2003-05-29 08:05

Replaced NULL with 0.

22 lines of code changed in:

jorrit 2003-05-28 15:39

Jorrit removed several usages of GetPrivateObject() in the engine.
Not all usages could be removed however. The ones that were removed
now were the easy ones.

1 lines of code changed in:

res2002 2003-05-24 21:56

- further worked on storing rendermeshes in the sector. Z sorting
as specified by the renderpriorities works now.
- fixed a bug in the new renderer where not binding of a render
buffer caused visual distortions.

2 lines of code changed in:

res2002 2003-05-22 02:13

- made the following changes:
- when using the new renderer, the sector now stores the
rendermeshes of the contained meshobjects. This is different
from the old system where only the mesh objects themselves
knew about the rendered meshes. Not all necessary adjustments
have been done yet.

8 lines of code changed in:

jorrit 2003-05-21 11:15

Jorrit did various changes related to portal management:
- Moved iPortal definition from imesh/thing/portal.h to
iengine/portal.h. The reason is that portals are now an engine
concept and not only for things. The only portal implementation
is currently still in thing though.
- Added the ability to get the portal vertices from iPortal.
- Added iMeshObject->GetPortalCount() and iMeshObject->GetPortal().
- Also added default implementations of those to csMeshObject
(supporting no portals).
- At two places in the engine (GetNearbyObjects() and PlaceMesh())
this new function is used instead of first querying for
iThingState. This makes those functions a bit faster and is (in
theory) also more general (in the sense of being able to add
portals to any mesh object). However later on most functions
still query for iThingState so this promise of more generality
is not fulfilled yet.

5 lines of code changed in:

duhprey 2003-04-28 22:33

changed sector so the engine is now responsible for coordinating draw by
setting the shader and then drawing all objects which use that shader.
instead of drawing the objects now prepare the csRenderMesh for the engine

10 lines of code changed in:

jorrit 2003-04-16 11:02

- Added new version of iEngine->GetNearbyLights() which accepts
a box instead of a position.
- DeferUpdateLighting() now uses this new GetNearbyLights() function
to have more accurate lighting. This especially improves things
when you have big objects. In the past with the old GetNearbyLights()
this would often give bad results because lights with a radius
smaller then the object would not be registered.

28 lines of code changed in:

jorrit 2003-03-20 10:56

- Split iThingState with iThingState and iThingFactoryState.
- Renamed GetPolygonStatic() to GetPolygon().

3 lines of code changed in:

jorrit 2003-03-19 14:35

Split iPolygon3D into iPolygon3D and iPolygon3DStatic. The static
part contains all information that is static and could be in
a factory. Several functions (like iThingState->CreatePolygon)
will now return an iPolygon3DStatic instead of an iPolygon3D.

1 lines of code changed in:

jorrit 2003-03-18 10:01

Some Doxygen improvements on iMovable and iMeshWrapper.

3 lines of code changed in:

thebolt00 2003-03-01 15:46

Added a flag to meshwrapper to force object to be drawn last in the scene.

12 lines of code changed in:

thebolt00 2003-02-26 00:11

Added a flag to set if a object should cast a hardware based shadow in new renderer

13 lines of code changed in:

acraig 2003-02-24 08:32

Fix in csMeshMeshList::FreeItem for unprepared meshes.

8 lines of code changed in:

thebolt00 2003-02-19 17:20

- M�rten Svanfeldt changed the way lights are handled in new renderer
- Lights now have a influence radius which is different from the
normal radius. Influence radius is the distance at which the light
have 1/256 (or 1/512, 1/1024 it is configurable) of the intensity
in the center. Influence radius is used to determin wheter i light
needs to be used or not to draw on a specific spot.
- The way culling of lights and objects work is changed. An more
in depth description of how it's done is in a comment in Sector::Draw.
- Shadows now use depthfail shadows if we are in the shadow-volume.

2 lines of code changed in:

duhprey 2003-02-18 07:51

Moved the lighting parameters into the MeshObject

1 lines of code changed in:

(552 more)


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