@@ -60,7 +60,7 @@ public: | |||
} | |||
private: | |||
Array<vec2> m_vertices; | |||
array<vec2> m_vertices; | |||
Shader *m_shader; | |||
ShaderAttrib m_coord; | |||
VertexDeclaration *m_vdecl; | |||
@@ -118,8 +118,8 @@ public: | |||
private: | |||
float m_angle; | |||
mat4 m_matrix; | |||
Array<vec3,vec3> m_mesh; | |||
Array<uint16_t> m_lines_indices, m_faces_indices; | |||
array<vec3,vec3> m_mesh; | |||
array<uint16_t> m_lines_indices, m_faces_indices; | |||
Shader *m_shader; | |||
ShaderAttrib m_coord, m_color; | |||
@@ -68,7 +68,7 @@ public: | |||
} | |||
private: | |||
Array<vec2> m_vertices; | |||
array<vec2> m_vertices; | |||
Shader *m_shader; | |||
ShaderAttrib m_coord; | |||
ShaderUniform m_time_uni; | |||
@@ -96,14 +96,14 @@ public: | |||
} | |||
private: | |||
Array<vec2> m_vertices; | |||
array<vec2> m_vertices; | |||
Texture *m_texture; | |||
Shader *m_shader; | |||
ShaderAttrib m_coord; | |||
ShaderUniform m_texture_uni; | |||
VertexDeclaration *m_vdecl; | |||
VertexBuffer *m_vbo; | |||
Array<uint8_t> m_heightmap; | |||
array<uint8_t> m_heightmap; | |||
int m_frames; | |||
bool m_ready; | |||
}; | |||
@@ -144,7 +144,7 @@ public: | |||
private: | |||
Shader* m_custom_shader; | |||
Array<EasyMesh, mat4, float> m_gears; | |||
array<EasyMesh, mat4, float> m_gears; | |||
float m_angle; | |||
mat4 m_mat; | |||
Camera *m_camera; | |||
@@ -88,7 +88,7 @@ private: | |||
static int const SPRITE_COUNT = 192; | |||
static int const FRAME_COUNT = 16; | |||
Array<vec3, float> m_sprites; | |||
array<vec3, float> m_sprites; | |||
bool m_ready; | |||
}; | |||
@@ -218,8 +218,8 @@ private: | |||
float m_pitch_angle; | |||
float m_yaw_angle; | |||
mat4 m_matrix; | |||
Array<vec3,vec3> m_mesh; | |||
Array<uint16_t> m_lines_indices, m_faces_indices; | |||
array<vec3,vec3> m_mesh; | |||
array<uint16_t> m_lines_indices, m_faces_indices; | |||
Shader *m_shader; | |||
ShaderAttrib m_coord, m_color; | |||
@@ -128,7 +128,7 @@ public: | |||
} | |||
private: | |||
Array<vec2> m_vertices; | |||
array<vec2> m_vertices; | |||
Shader *m_shader; | |||
ShaderAttrib m_coord; | |||
ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; | |||
@@ -532,7 +532,7 @@ private: | |||
ivec2 m_size, m_window_size, m_oldmouse; | |||
double m_window2world; | |||
dvec2 m_texel2world; | |||
Array<u8vec4> m_pixels, m_palette; | |||
array<u8vec4> m_pixels, m_palette; | |||
Shader *m_shader; | |||
ShaderAttrib m_vertexattrib, m_texattrib; | |||
@@ -113,7 +113,7 @@ public: | |||
for (int i = 0; i < MaxFboType; ++i) | |||
{ | |||
m_fbos.Push(new Framebuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() ); | |||
m_fbos.Push(new Framebuffer(Video::GetSize()), 0, array<ShaderUniform>(), array<ShaderAttrib>() ); | |||
if (i == SrcVoronoiFbo) | |||
{ | |||
@@ -394,8 +394,8 @@ public: | |||
private: | |||
Controller* m_controller; | |||
Array<vec3, vec2> voronoi_points; | |||
Array<vec2> m_vertices; | |||
array<vec3, vec2> voronoi_points; | |||
array<vec2> m_vertices; | |||
Shader *m_screen_shader; | |||
ShaderAttrib m_screen_coord; | |||
ShaderUniform m_screen_texture; | |||
@@ -403,7 +403,7 @@ private: | |||
VertexDeclaration *m_vdecl; | |||
VertexBuffer *m_vbo; | |||
Array<Framebuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos; | |||
array<Framebuffer *, Shader *, array<ShaderUniform>, array<ShaderAttrib> > m_fbos; | |||
Framebuffer *temp_buffer; | |||
int mode; | |||
@@ -272,7 +272,7 @@ void BtPhysTest::InitApp() | |||
#if USE_ROPE | |||
{ | |||
Array<PhysicsObject*> RopeElements; | |||
array<PhysicsObject*> RopeElements; | |||
for (int i = 0; i < 14; i++) | |||
{ | |||
PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f, | |||
@@ -68,12 +68,12 @@ private: | |||
bool m_ready; | |||
lol::phys::Simulation* m_simulation; | |||
Array<EasyConstraint*> m_constraint_list; | |||
Array<PhysicsObject*, float> m_physobj_list; | |||
Array<PhysicsObject*> m_ground_list; | |||
Array<PhysicsObject*> m_platform_list; | |||
Array<PhysicsObject*> m_character_list; | |||
Array<PhysicsObject*> m_stairs_list; | |||
array<EasyConstraint*> m_constraint_list; | |||
array<PhysicsObject*, float> m_physobj_list; | |||
array<PhysicsObject*> m_ground_list; | |||
array<PhysicsObject*> m_platform_list; | |||
array<PhysicsObject*> m_character_list; | |||
array<PhysicsObject*> m_stairs_list; | |||
float m_loop_value; | |||
float m_target_timer; | |||
@@ -165,7 +165,7 @@ public: | |||
} | |||
} | |||
Array<vec3> m_targets; | |||
array<vec3> m_targets; | |||
}; | |||
class MeshViewer : public WorldEntity | |||
@@ -581,7 +581,7 @@ public: | |||
if (new_ssetup->Compile(mesh.C()) && new_ssetup->m_lights.Count()) | |||
{ | |||
//Store current light datas, in World | |||
Array<LightData> light_datas; | |||
array<LightData> light_datas; | |||
for (int i = 0; i < m_ssetup->m_lights.Count(); ++i) | |||
light_datas << LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor()); | |||
@@ -890,7 +890,7 @@ public: | |||
private: | |||
SceneSetup* m_ssetup; | |||
Array<LightData> m_light_datas; | |||
array<LightData> m_light_datas; | |||
Controller* m_controller; | |||
short m_input_usage; | |||
mat4 m_mat; | |||
@@ -927,12 +927,12 @@ private: | |||
int m_mesh_render; | |||
int m_mesh_id; | |||
float m_mesh_id1; | |||
Array<EasyMesh*, EasyMesh*> m_meshes; | |||
Array<EasyMesh*> m_gizmos; | |||
array<EasyMesh*, EasyMesh*> m_meshes; | |||
array<EasyMesh*> m_gizmos; | |||
//File data | |||
String m_file_name; | |||
Array<String> m_cmdlist; | |||
array<String> m_cmdlist; | |||
float m_stream_update_time; | |||
float m_stream_update_timer; | |||
@@ -43,12 +43,12 @@ private: | |||
bool m_ready; | |||
//lol::phys::Simulation* m_simulation; | |||
//Array<EasyConstraint*> m_constraint_list; | |||
//Array<PhysicsObject*, float> m_physobj_list; | |||
//Array<PhysicsObject*> m_ground_list; | |||
//Array<PhysicsObject*> m_platform_list; | |||
//Array<PhysicsObject*> m_character_list; | |||
//Array<PhysicsObject*> m_stairs_list; | |||
//array<EasyConstraint*> m_constraint_list; | |||
//array<PhysicsObject*, float> m_physobj_list; | |||
//array<PhysicsObject*> m_ground_list; | |||
//array<PhysicsObject*> m_platform_list; | |||
//array<PhysicsObject*> m_character_list; | |||
//array<PhysicsObject*> m_stairs_list; | |||
float m_loop_value; | |||
float m_target_timer; | |||
@@ -130,9 +130,9 @@ public: | |||
m_is_character(false), | |||
m_is_phys(false) | |||
{ | |||
Array<char const *> MeshRand; | |||
Array<int> MeshLimit; | |||
Array<int> MeshType; | |||
array<char const *> MeshRand; | |||
array<int> MeshLimit; | |||
array<int> MeshType; | |||
MeshLimit << 0; | |||
@@ -142,13 +142,13 @@ protected: | |||
Simulation* m_owner_simulation; | |||
//Base/Attachment logic | |||
Array<EasyPhysic*> m_based_physic_list; //List of objects based on this : this object moves, its based object MoveStep with it. | |||
array<EasyPhysic*> m_based_physic_list; //List of objects based on this : this object moves, its based object MoveStep with it. | |||
EasyPhysic* m_base_physic; //Base for this object : The base moves, the object moves with it. | |||
bool m_base_lock_location; //when this is TRUE, location moves with rotation change. | |||
bool m_base_lock_rotation; //when this is TRUE, rotation moves with rotation change. | |||
//Touch logic | |||
Array<EasyPhysic*> m_touching_physic; //Maintained by ghost objects | |||
array<EasyPhysic*> m_touching_physic; //Maintained by ghost objects | |||
}; | |||
} /* namespace phys */ | |||
@@ -48,10 +48,10 @@ struct RayCastResult | |||
m_hit_fraction_list.Empty(); | |||
} | |||
Array<EasyPhysic*> m_collider_list; | |||
Array<vec3> m_hit_normal_list; | |||
Array<vec3> m_hit_point_list; | |||
Array<float> m_hit_fraction_list; | |||
array<EasyPhysic*> m_collider_list; | |||
array<vec3> m_hit_normal_list; | |||
array<vec3> m_hit_point_list; | |||
array<float> m_hit_fraction_list; | |||
short int m_collision_filter_group; | |||
short int m_collision_filter_mask; | |||
@@ -334,7 +334,7 @@ private: | |||
//Adds the given EasyPhysic to the correct list. | |||
void ObjectRegistration(bool AddObject, EasyPhysic* NewEP, eEasyPhysicType CurType) | |||
{ | |||
Array<EasyPhysic*>* SearchList = NULL; | |||
array<EasyPhysic*>* SearchList = NULL; | |||
switch(CurType) | |||
{ | |||
case EEPT_Dynamic: | |||
@@ -388,7 +388,7 @@ private: | |||
} | |||
void ObjectRegistration(bool AddObject, EasyConstraint* NewEC) | |||
{ | |||
Array<EasyConstraint*>* SearchList = NULL; | |||
array<EasyConstraint*>* SearchList = NULL; | |||
SearchList = &m_constraint_list; | |||
if (AddObject) | |||
@@ -411,12 +411,12 @@ private: | |||
} | |||
//Easy Physics body List | |||
Array<EasyPhysic*> m_dynamic_list; | |||
Array<EasyPhysic*> m_static_list; | |||
Array<EasyPhysic*> m_ghost_list; | |||
Array<EasyPhysic*> m_collision_object_list; | |||
Array<EasyPhysic*> m_character_controller_list; | |||
Array<EasyConstraint*> m_constraint_list; | |||
array<EasyPhysic*> m_dynamic_list; | |||
array<EasyPhysic*> m_static_list; | |||
array<EasyPhysic*> m_ghost_list; | |||
array<EasyPhysic*> m_collision_object_list; | |||
array<EasyPhysic*> m_character_controller_list; | |||
array<EasyConstraint*> m_constraint_list; | |||
//Easy Physics data storage | |||
float m_timestep; | |||
@@ -40,8 +40,8 @@ public: | |||
//-- | |||
vec4 m_clear_color; | |||
Array<Light *> m_lights; | |||
Array<String, String> m_custom_cmd; | |||
array<Light *> m_lights; | |||
array<String, String> m_custom_cmd; | |||
bool m_show_gizmo; | |||
bool m_show_lights; | |||
}; | |||
@@ -38,7 +38,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayPush) | |||
{ | |||
Array<int> a; | |||
array<int> a; | |||
a.Push(0); | |||
a.Push(1); | |||
a.Push(2); | |||
@@ -52,19 +52,19 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayInitializer) | |||
{ | |||
Array<int> a({ 2, 4, 6 }); | |||
array<int> a({ 2, 4, 6 }); | |||
LOLUNIT_ASSERT_EQUAL(a[0], 2); | |||
LOLUNIT_ASSERT_EQUAL(a[1], 4); | |||
LOLUNIT_ASSERT_EQUAL(a[2], 6); | |||
Array<int> b = { 2, 4, 6 }; | |||
array<int> b = { 2, 4, 6 }; | |||
LOLUNIT_ASSERT_EQUAL(b[0], 2); | |||
LOLUNIT_ASSERT_EQUAL(b[1], 4); | |||
LOLUNIT_ASSERT_EQUAL(b[2], 6); | |||
Array<int, float> c = { { 2, 3.0f }, | |||
array<int, float> c = { { 2, 3.0f }, | |||
{ 4, 5.0f }, | |||
{ 6, 7.0f } }; | |||
@@ -78,7 +78,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayPushWithShift) | |||
{ | |||
Array<int> a; | |||
array<int> a; | |||
a << 0 << 1 << 2 << 3; | |||
LOLUNIT_ASSERT_EQUAL(a[0], 0); | |||
@@ -89,10 +89,10 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayCopy) | |||
{ | |||
Array<int> a; | |||
array<int> a; | |||
a << 0 << 1 << 2 << 3; | |||
Array<int> b = a; | |||
array<int> b = a; | |||
LOLUNIT_ASSERT_EQUAL(b[0], 0); | |||
LOLUNIT_ASSERT_EQUAL(b[1], 1); | |||
@@ -102,7 +102,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayRemove) | |||
{ | |||
Array<int> a; | |||
array<int> a; | |||
a << 0 << 1 << 2 << 3; | |||
a.Remove(1); | |||
@@ -111,7 +111,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_ASSERT_EQUAL(a[1], 2); | |||
LOLUNIT_ASSERT_EQUAL(a[2], 3); | |||
Array<int> b; | |||
array<int> b; | |||
b << 0 << 1 << 2 << 3; | |||
b.Remove(-2); | |||
@@ -123,7 +123,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayRemoveSwap) | |||
{ | |||
Array<int> a; | |||
array<int> a; | |||
a << 0 << 1 << 2 << 3; | |||
a.RemoveSwap(1); | |||
@@ -132,7 +132,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_ASSERT_EQUAL(a[1], 3); | |||
LOLUNIT_ASSERT_EQUAL(a[2], 2); | |||
Array<int> b; | |||
array<int> b; | |||
b << 0 << 1 << 2 << 3; | |||
b.Remove(1, 2); | |||
@@ -143,7 +143,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(EightElements) | |||
{ | |||
Array<int, long, float, double, unsigned, char, bool, void *> a; | |||
array<int, long, float, double, unsigned, char, bool, void *> a; | |||
a.Push(1, 2, 3.f, 4.0, 5, 'a', true, 0); | |||
LOLUNIT_ASSERT_EQUAL(a[0].m1, 1); | |||
@@ -158,7 +158,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArraySwap) | |||
{ | |||
Array<int, int> a; | |||
array<int, int> a; | |||
a.Push(10, 20); | |||
a.Push(30, 40); | |||
a.Swap(0, 1); | |||
@@ -171,7 +171,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayInsert) | |||
{ | |||
Array<int> a; | |||
array<int> a; | |||
a << 1 << 2; | |||
a.Insert(5, 0); | |||
@@ -195,11 +195,11 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayConcat) | |||
{ | |||
Array<int> a, b; | |||
array<int> a, b; | |||
a << 0 << 1; | |||
b << 2 << 3; | |||
Array<int> c = a + b; | |||
array<int> c = a + b; | |||
LOLUNIT_ASSERT_EQUAL(c[0], 0); | |||
LOLUNIT_ASSERT_EQUAL(c[1], 1); | |||
LOLUNIT_ASSERT_EQUAL(c[2], 2); | |||
@@ -208,7 +208,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
LOLUNIT_TEST(ArrayAppend) | |||
{ | |||
Array<int> a, b; | |||
array<int> a, b; | |||
a << 0 << 1; | |||
b << 2 << 3; | |||
@@ -232,7 +232,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
TrackedObj::m_ctor = 0; | |||
TrackedObj::m_dtor = 0; | |||
{ | |||
Array<TrackedObj> a; | |||
array<TrackedObj> a; | |||
a.Push(TrackedObj()); | |||
} | |||
@@ -241,7 +241,7 @@ LOLUNIT_FIXTURE(ArrayTest) | |||
TrackedObj::m_ctor = 0; | |||
TrackedObj::m_dtor = 0; | |||
{ | |||
Array<TrackedObj> a; | |||
array<TrackedObj> a; | |||
a.Resize(2); | |||
a.Resize(4); | |||
@@ -536,7 +536,7 @@ LOLUNIT_FIXTURE(QuaternionTest) | |||
} | |||
private: | |||
Array<vec3, vec3> m_vectorpairs; | |||
array<vec3, vec3> m_vectorpairs; | |||
}; | |||
} /* namespace lol */ | |||
@@ -106,6 +106,6 @@ template<typename T> struct Matrix | |||
int m_cols, m_rows; | |||
private: | |||
Array<T> m_data; | |||
array<T> m_data; | |||
}; | |||
@@ -96,7 +96,7 @@ void RemezSolver::Init() | |||
m_control.Resize(m_order + 2); | |||
/* Pick up x_i where error will be 0 and compute f(x_i) */ | |||
Array<real> fxn; | |||
array<real> fxn; | |||
for (int i = 0; i < m_order + 1; i++) | |||
{ | |||
m_zeroes[i] = (real)(2 * i - m_order) / (real)(m_order + 1); | |||
@@ -109,7 +109,7 @@ void RemezSolver::Init() | |||
for (int i = 0; i < m_order + 1; i++) | |||
{ | |||
/* Compute the powers of x_i */ | |||
Array<real> powers; | |||
array<real> powers; | |||
powers.Push(real(1.0)); | |||
for (int n = 1; n < m_order + 1; n++) | |||
powers.Push(powers.Last() * m_zeroes[i]); | |||
@@ -239,7 +239,7 @@ real RemezSolver::FindExtrema() | |||
void RemezSolver::Step() | |||
{ | |||
/* Pick up x_i where error will be 0 and compute f(x_i) */ | |||
Array<real> fxn; | |||
array<real> fxn; | |||
for (int i = 0; i < m_order + 2; i++) | |||
fxn.Push(EvalFunc(m_control[i])); | |||
@@ -249,7 +249,7 @@ void RemezSolver::Step() | |||
for (int i = 0; i < m_order + 2; i++) | |||
{ | |||
/* Compute the powers of x_i */ | |||
Array<real> powers; | |||
array<real> powers; | |||
powers.Push(real(1.0)); | |||
for (int n = 1; n < m_order + 1; n++) | |||
powers.Push(powers.Last() * m_control[i]); | |||
@@ -307,7 +307,7 @@ void RemezSolver::PrintPoly() | |||
/* Transform Chebyshev polynomial weights into powers of X^i | |||
* in the [-1..1] range. */ | |||
Array<real> bn; | |||
array<real> bn; | |||
for (int i = 0; i < m_order + 1; i++) | |||
{ | |||
@@ -319,7 +319,7 @@ void RemezSolver::PrintPoly() | |||
/* Transform a polynomial in the [-1..1] range into a polynomial | |||
* in the [a..b] range. */ | |||
Array<real> k1p, k2p, an; | |||
array<real> k1p, k2p, an; | |||
for (int i = 0; i < m_order + 1; i++) | |||
{ | |||
@@ -44,9 +44,9 @@ private: | |||
private: | |||
int m_order; | |||
lol::Array<lol::real> m_coeff; | |||
lol::Array<lol::real> m_zeroes; | |||
lol::Array<lol::real> m_control; | |||
lol::array<lol::real> m_coeff; | |||
lol::array<lol::real> m_zeroes; | |||
lol::array<lol::real> m_control; | |||
RealFunc *m_func, *m_weight; | |||
lol::real m_k1, m_k2, m_invk1, m_invk2, m_epsilon; | |||
@@ -18,7 +18,7 @@ au Syntax cpp | |||
" Some custom container types | |||
au Syntax cpp | |||
\ syn keyword cType | |||
\ hash map array2d array3d | |||
\ array array2d array3d hash map | |||
" GLSL types and the Lol Engine extensions | |||
au Syntax cpp | |||