Also the case of start/end points being identical now avoids invalid numbers from division by 0 and just returns the start point
Basically it's now the same again as line2d::getClosestPoint (which also got a comment fix)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6593 dfc29bdd-3216-0410-991c-e03cc46cb475
I tried to find out about this format, but last info seems to be from 2005 (https://irrlicht.sourceforge.io/forum/viewtopic.php?p=37385)
Website for it no longer exists and I also couldn't find My3DTools on any other place on the web.
We don't even have an example for it in Irrlicht.
Also CMY3DHelper.h introduces quite a bunch of functions and global variables in the irr::core namespace and I'm not really interested in spending time in cleaning this up.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6588 dfc29bdd-3216-0410-991c-e03cc46cb475
Double tessellation numbers for these 3 functions in your code to get same results as in Irrlicht 1.8
I noticed in last commit those all tessellated semi-circles instead of circles. I just documented it there, but it's annoying as that bug doesn't allow odd numbered tessellation. So for example one couldn't create a triangle pyramid.
I considered adding another parameter to describe what this number means, but... just too ugly. And it was always documented otherwise, so this could be considered a bug. Sorry if this changes the look of existing apps.
Also cleaned up code in CGeometryCreator::createCylinderMesh. No idea what the idea behind old code was. Aside from creating twice the tessellation numbers.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6581 dfc29bdd-3216-0410-991c-e03cc46cb475
Thanks @randomMesh for reporting that they were missing: https://irrlicht.sourceforge.io/forum/viewtopic.php?p=307308
Also simplified that code a bit (same could probably also be done for createCylinderMesh, but too lazy right now)
Changed also UV's for top/bottom center vertex in CGeometryCreator::createCylinderMesh to use center for X (slight improvement, but would have to copy vertices to make it better)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6580 dfc29bdd-3216-0410-991c-e03cc46cb475
So far it only used the inverse of the node transformation to calculate the box used to check
Which gave wrong results as soon as one tried to pass an additional matrix transformation
Wasn't ever used internally or by examples in Irrlicht, so I guess no one ever noticed (also in some cases this still worked accidentally).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6577 dfc29bdd-3216-0410-991c-e03cc46cb475
Same as most elements. Other behaviour a bit unexpected and unlikely to be useful.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6576 dfc29bdd-3216-0410-991c-e03cc46cb475
Adding 2 algorithms to sort by distance to camera plane instead of camera position.
This is better in quite a few situations and extra cost is just one vector subtraction per node and an additional function parameter per call, I think that's worth it. So made the camera-plane to object-center now the new default.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6573 dfc29bdd-3216-0410-991c-e03cc46cb475
Until last summer we sorted by object origin to camera distance
Since then we used nearest transformed bbox-extent to camera.
I've now added an enum to allow switching those plus 2 new:
- none (so sorting based on scenegraph instead)
- object center to camera. Which I made the new default as it worked the best in my tests.
I already experimented with a few more ones like different sphere sizes (bbox radius, minimal inbound radius, maximal inbound radius) around center or origin to handle objects with different sizes, but that just gave worse results for all my test cases.
Likely algorithms we should still try:
- Collision point with bounding-box in line between camera and object center (sounds a bit slow, but maybe worth it)
- Distance to camera plane (instead of camera position). But needs additional parameter to distance functions first (maybe normalized view vector will do). That should be useful when working with planar objects.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6572 dfc29bdd-3216-0410-991c-e03cc46cb475
A bit annoying that it kinda has the opposite meaning for png and jpg compression for same parameter (png compression goes up, jpg goes down).
Also unfortunate we chose u32 instead of int here or we could at least use the usual zlib value range for png.
But I think it still won't mess up in many cases. Defaults (value 0) stay the same as before.
And setting a jpg range <= 10 is rarely done and even if so it just changes png sizes a bit now if people use writer for both.
People just have to be careful now when they override defaults for png and then also write jpg - but can't help it.
And it's too useful to not have this - this can massively change the write-speed for png's (like up to 3 times faster with no compression on my system).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6570 dfc29bdd-3216-0410-991c-e03cc46cb475
Irrlicht generally avoided user pointers in the past, but after trying all kind of ugly workarounds - this is just easier and
not that much downsides really. Tiny speed costs due to additional SMaterial memory size and new comparison tests.
But allows to keep SMaterial alive and useful for a while longer without needing a complete rewrite and it can now be used for stuff like writing PBR shaders.
Using a new interface io::IUserData for this which also allows serialization the user data (that part is untested so far, sorry)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6567 dfc29bdd-3216-0410-991c-e03cc46cb475
As Blender docs describe it so nicely: Using lens shift is equivalent to rendering an image with a larger FOV and cropping it off-center.
This can be quite useful for architecture renderings, but I guess also has it's use in other situations.
Note: Didn't make the ICameraSceneNode functions pure virtual so users don't have to update their cameras for this
Also some change in serialization - same as in other places by now, do use existing values as defaults values when they are not found instead of resetting them to 0.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6565 dfc29bdd-3216-0410-991c-e03cc46cb475
All about bounds checks and preventing buffer overruns in b3d and obj files based on sfan5 patches for Minetest
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6554 dfc29bdd-3216-0410-991c-e03cc46cb475
Just updating changes.txt (stuff got backported, so changes are now mentioned in 1.8.6 instead of 1.9)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6550 dfc29bdd-3216-0410-991c-e03cc46cb475
Image size calculation could overflow s32 in one place (but not others where it was done correct), which first lead to wrong amount of memory getting allocated for image data and later crash in the CColorConverter.
Thanks @sfan5 for his fuzzing tests @https://github.com/minetest/irrlicht/issues/236
and @erlehmann for passing them on: https://irrlicht.sourceforge.io/forum/viewtopic.php?t=52925
Also updating changes.txt with TGA loader changes from this and previous commits.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6535 dfc29bdd-3216-0410-991c-e03cc46cb475
Note: Due to OSX always failing merge OSX it's rather applying a second patch
from Ryan Schmidt from bugreport #462 to trunk
(Not sure why svn merging always fails for OSX. Probably related to MacOSX files getting moved in the past. Was that done without svn move commands? I guess that can't be fixed anymore now)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6521 dfc29bdd-3216-0410-991c-e03cc46cb475
Note that 6514 couldn't be merged as the xcode project seems to have been rewritten and the irrFramework-Info.plist no longer exists in trunk.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6516 dfc29bdd-3216-0410-991c-e03cc46cb475
Note those were mostly backport, so trunk already had most changes.
Also we've not merged all from 1.8 branch, will need another merge (backports tend to cause lots of ugly conflicts, so have to split this a bit)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6515 dfc29bdd-3216-0410-991c-e03cc46cb475
Turns out we can avoid a square root and a division.
Patch comes even with proof: https://raw.org/proof/quaternion-from-two-vectors
(I also tested it a while and indeed got same results)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6511 dfc29bdd-3216-0410-991c-e03cc46cb475
Those were backports from trunk to 1.8 so only changes.txt changed
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6506 dfc29bdd-3216-0410-991c-e03cc46cb475
Also document that gl_FrontMaterial is no longer supported in Irrlicht 1.9 (this has been the case for a few years, I just never noticed this was changed as I never even knew that was possible in the past...). Will keep it that way is it's definitely going in the right direction (getting rid of legacy support and going towards OpenGL core instead),
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6498 dfc29bdd-3216-0410-991c-e03cc46cb475
Fix: When appending to an empty mesh boundingbox has to be initialized with first position
Adding updateBoundingBox parameter as there is a bit costs involved in updating that and it might not be necessary at that point
Default is still to do it - and with the default parameter it's at least compile compatible to old interface (unless users created their own meshbuffers).
Optimizing the copying of vertices in CDynamicMeshBuffer::append by using memset when possible instead of pushing each vertex (which goes through quite a few virtual functions)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6496 dfc29bdd-3216-0410-991c-e03cc46cb475
SMaterialLayers are now identical when both have identity matrices.
Before it didn't consider them identical when one layer had set the identity matrix explicitly and the other didn't.
Generally didn't matter, just caused very rarely some extra state switches in the drivers. And just as rarely had a cheaper comparison. Just seems more correct this way.
operator= no longer releases texture memory which was allocated at one point.
Unless explicitly requested such memory is now always released later in the destructor.
This can avoid quite a few memory allocations/released in the driver. Usually not a noticeable performance difference on most platforms. But it can help avoid memory fragmentation.
We instead use an extra bool now to tell if the texture memory is used. So slight increase in SMaterialLayer and SMaterial size. But I did a quick performance test and this had no negative influence here, while it did improve speed in the case where it switched between material layers using/not using texture matrices a bit.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6488 dfc29bdd-3216-0410-991c-e03cc46cb475
So far SceneManager always sorted Nodes per render stage.
Now we allow sorting per mesh-buffer per render stage by creating a new node for each mesh-buffer.
It's only supported for CMeshSceneNode so far.
This allows to enable better transparency sorting for meshes which have transparent buffers.
Previously those always got rendered in the order in which they got added and ignored mesh-buffer bounding-boxes, but just used the bbox of the full mesh. Now they can use the bbox for each meshbuffer which can sometimes avoid render errors.
Also depending on the scene this can be quite a bit faster because it can help reduce texture changes. We sort solid nodes per texture, but only per node. So nodes with several textures had a texture switch between rendering each meshbuffer. And those are rather expensive in Irrlicht right now (and we support no bindless textures yet...)
Lastly it's now also used to buffer the render-stage. Checking this twice (once in registering the node and once in render) constantly showed up in the profiler. Which was a bit surprising really, but anyway - now it's gone.
I tried to keep it working for all cases we had before (all kind of situations, like when people may want to call render() outside the SceneManager). But not (yet) supporting the case of changing the meshbuffers (adding or removing some) without calling setMesh() again. Reason is that this wasn't well supported before either (node materials never updated). So for now I just assume people will call setMesh() again when they change the mesh.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6483 dfc29bdd-3216-0410-991c-e03cc46cb475
Accessing IMaterialRendererServices outside of OnSetConstants can be useful and Irrlicht made this a bit too hard to access.
Also OnCreate allows actually for nicer code where initialization and update of shader constants are strictly separated (see changed example).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6465 dfc29bdd-3216-0410-991c-e03cc46cb475
We had changed that once before in the other direction in svn r421
Reason back then was "Sleep(0) doesn't allow any lower priority threads to execute"
But Microsoft changed the behaviour of Sleep(0) after Windows XP so that's no longer true.
And the costs of it is pretty high - due to this using a timer with a 15ms resolutions it meant not just giving up the thread but it also always waited for 15ms on Windows.
I also replaced a few sleep calls in examples for that reason with yield() calls.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6459 dfc29bdd-3216-0410-991c-e03cc46cb475
When pressed mouse was moved over an item before releasing the mouse button it was sending immediately EGET_LISTBOX_SELECTED_AGAIN instead of expected EGET_LISTBOX_CHANGED (mouse move changes do not send any events).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6454 dfc29bdd-3216-0410-991c-e03cc46cb475
Bitfields for PolygonOffsetDirection, ZWriteEnable and BlendOperation were chosen too small.
As we have pre c++11 code and therefore didn't use unsigned qualifiers for enums they were generally signed (up to compiler in theory, but I think they all choose signed).
Which means the bitfield also had a sign.
So for example setting PolygonOffsetDirection to EPO_FRONT set it to -1 instead of 1.
Which then would fail with comparison checks (PolygonOffsetDirection == EPO_FRONT would be false).
We kind of got lucky that we usually not checked for the last enum inside Irrlicht, so it worked to due being the "else" case.
Or in the ZWriteEnable case the last one was identical to the default return value so it also worked accidentally.
But obviously still wrong and user code could be messed up.
While at it I also re-ordered SMaterial variable so most bitfield variables are close together again to give compiler at least a chance to use packing. Thought at least in my quick debug compile test it didn't seem to use any packing (but maybe on other compilers).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6440 dfc29bdd-3216-0410-991c-e03cc46cb475
ISceneNode::setUpdateAbsolutePosBehavior can now control what ISceneNode::updateAbsolutePosition really does.
Having only the position and not the rotation/scale of a child node affected by the parent transformation was previously impossible inside the scene-graph. So people always had to break the scene-graph and code it themselves.
Old behaviour is default.
Extra check for new variable has a small cost, thought new behaviour can actually be faster when it's used.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6432 dfc29bdd-3216-0410-991c-e03cc46cb475
Also documenting some missing feature (decimal places ignored with direct text input)
getValueFor allows to check the value a given text would have
getOldValue can be used to check the previous value in a EGET_SPINBOX_CHANGED event
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6429 dfc29bdd-3216-0410-991c-e03cc46cb475
First problem was that IGUIElement::getNextElement wasn't passing includeInvisible and includeDisabled flags recursively, so anything deeper than one level could fail if an element was disabled/invisible in between while it was created.
Second problem was that setTabOrder(-1) did ignore disabled elements. So when any parent was disabled when elements were created they never got a tab order.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6428 dfc29bdd-3216-0410-991c-e03cc46cb475
Also no longer restricting mouse position to 0-windowsize (restriction for other devices got removed earlier)
And adding some commented out lines to Makesfile for easier testing of SDL. We probably should use some parameter which can be passed to Makefiles for that in the future.
Note: This does not fix all cursor troubles for SDL - it still does not support relative rectangle
Bit arguably how to handle setting/getting mouse position for SDL, for example it still doesn't support a reference rectangle.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6424 dfc29bdd-3216-0410-991c-e03cc46cb475
This got in the way of allowing to move a camera with right-mouse-button while having a context menu.
Hard to tell which way is "more" correct as this break of behavior probably can also mess up some situations.
There also would be 3rd option of only catching the event when highlighting happens.
Anyway - usually if this should be caught it should be caught for all ui elements and people will check focused or hovered.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6412 dfc29bdd-3216-0410-991c-e03cc46cb475
Sorry, didn't think it through. Seemed to work at first, but works only if sort() ended up creating the same sorting as is used then for search.
While often the case, this is obviously not guaranteed. And can't do sort per type easily (this works with flags which remember if sorting had been done).
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6399 dfc29bdd-3216-0410-991c-e03cc46cb475
Previously search functions only worked when called with the same type as the array elements had.
Which forced users sometimes to create dummy objects to be able to search for elements by another type.
linear_search and linear_reverse_search now work with any type for which <T>::operator== is implemented.
Similar binary_search now works when <T>::operator< is implemented in both directions (T < E and E < T).
Note: It might be possible to further improve binary_search so only one operator< is needed (I think STL managed that somehow).
So if someone likes a challenge - have a go at it! :-)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6398 dfc29bdd-3216-0410-991c-e03cc46cb475
Thanks @sfan5 for the original patch (got modified a bit): dbd39120e7
Forum: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819&p=306518
Those are the common formats, but rest of image loaders should also call this some day.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6387 dfc29bdd-3216-0410-991c-e03cc46cb475
It's to allow image loader to check for sane limits for image sizes.
Idea came from this patch from sfan5 for Minetest: dbd39120e7
Thought solution is a bit different.
Image loader checks not yet added (will come soon).
Also note that limit is to s32. While u32 might work mostly it will run into some troubles with color converter for now (which maybe could be changes). Also 2GB ought to be enough for anybody, right?
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6386 dfc29bdd-3216-0410-991c-e03cc46cb475
Based somewhat on a patch in Minetest from sfan5 594de99153
There might be more problems which may be the reason they checked for other values in Minetest, but don't have more info for now and so far this works.
Forum: https://irrlicht.sourceforge.io/forum/viewtopic.php?f=2&t=52819&p=306518
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6385 dfc29bdd-3216-0410-991c-e03cc46cb475