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Implementation of Subscenes, SceneGroups and Gamemodes #1311
Merged
Areloch
merged 93 commits into
TorqueGameEngines:development
from
Areloch:SubScenes_Gamemode_PR
Dec 17, 2024
Merged
Implementation of Subscenes, SceneGroups and Gamemodes #1311
Areloch
merged 93 commits into
TorqueGameEngines:development
from
Areloch:SubScenes_Gamemode_PR
Dec 17, 2024
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Areloch
commented
Sep 1, 2024
- Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
- Adds inspector field handling for selecting gamemodes
- Updated Scene class to work with Gamemodes for the gamemode field
- Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
- Adds ability to convert SimGroup to SubScene
- Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
setColumn setRow isIdentity only a few functions left
fix comment, torque is already column major, even though doc says its row major
add mul functions and operators code conformity changes
added functions for normalize and affineInverse
apparently templated classes need all functions to be inline, otherwise unresolved symbols macro for switching between matrixf and templated few functions that were missed
most working example
silence issues from macos clang
bracket lines change functions to match mmath_c to figure out where the issue is.
committed tests for matrix class so far all tests are matching between templated and stock matrixf class
more tests that match between template and matrixf
change mul tests to use more real world examples
fixed inverse function, was not returning correctly.
test box multiplication test transformPlane
more unit tests revealed more discrepancies fixes applied.
implemented the rest of the tests euler single dimension angle tests now pass, missed 1.0f in z
further tests showed issues with inverse function, now to better match what was originally happening, the inverse only happens on the 3x3 portion of the matrix and translation is handled separately. Frustum test now uses more real world examples of a projection matrix. Test for the full unproject stack of math to test its result as unproject was where the issue about inverse originated
added #if block around inverse methods to track down shadow bug uses old inverse method as default for now.
returning identity no longer necessary as fullinverse is its own algo
add default destructor
invertTo should always just be const return loop to * operator, explicit will not allow for scaling of rows and cols
change matrix unit tests to use POINT_EPSILON macro for testing precision remove old matrix test class, was not used anyway
cmake option to enable the templated matrix class, this is still in review phase, if it gets merged into main, probably best to remove this options just in case someone activates it accidentally.
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed Adds inspector field handling for selecting gamemodes Updated Scene class to work with Gamemodes for the gamemode field Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes Adds ability to convert SimGroup to SubScene Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
use mSaveFrustm to keep states between object switches
more "fixes"
changes per review, frustum wasnt dirty... i like it dirty
light movement now makes sense
…erialPreview-Skylight-fix Material preview get skylight bake
…istenceManager, as well as a use-case of it for the surface field in ConvexShape
new /= operator in point4f _calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max _roundProjection matrix also optimized.
…m-shadowmapping-improvement some enchancements for shadowmapping
assimp importer now works for the most part for fbx and gltf animations for gltf still need to be sorted out
fix for mac and linux build
updated how animations are handled from assimp gltf timing now correct
because of the convert to lefthand gltf all formats are good with Y_UP
fbx details matching for skinned meshes, gltf still offset
most uniform shape import across the formats....
cleanup types cleanout unnecessary vars only aboslutely necessary vars to collada utils remain, for tracking scale and up_axis etc.
missed that one
apply transform to root before importing scene
…impImporter-update Assimp importer update
…imp-cleanup final cleanup
…sistManager using specialityField functions, similar to ConvexShape Fixes behavior with gamemode selection in ChooseLevelMenu so if there is only one gamemode, it is auto-selected and advances to the level selection Update ExampleLevel in ExampleModule to have updated gamemodes field name
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