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fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/qipython/api.hpp
#pragma once /* ** Copyright (C) 2013 <NAME> ** See COPYING for the license */ #ifndef _QIPYTHON_API_HPP_ #define _QIPYTHON_API_HPP_ #include <qi/macro.hpp> #define QIPYTHON_API QI_LIB_API(qipython) #endif // _QIPYTHON_PYEXPORT_HPP_
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/usb/usb.hpp
/* -*- Mode: C++; -*- */ /** * @author <NAME> * Aldebaran Robotics (c) 2008 All Rights Reserved - This file is confidential. * * Version : $Id$ */ #ifndef USB_HPP_ # define USB_HPP_ # include <usb.h> # include <bn/common.hpp> # include <bn/usb/chestboardmessage.hpp> namespace bn { namespace usb { /* ...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/usb/chestboardmanager.hpp
/* ** chestboardmanager.hpp ** Login : <<EMAIL>> ** Started on Thu Jan 22 16:06:42 2009 <NAME> ** $Id$ ** ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2009 Aldebaran Robotics */ #ifndef CHESTBOARDMANAGER_HPP_ # define CHESTBOARDMANAGER_HPP_ /** * each protocol need a version: * - chestboard *...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/common/singleton.hpp
/* -*- Mode: C++; -*- */ /** * @author aldebaran-robotics * Aldebaran Robotics (c) 2007 All Rights Reserved - This file is confidential.\n * */ #ifndef SINGLETON_HPP #define SINGLETON_HPP #include <bn/common/ptr.hpp> namespace bn { /* * singleton class * to use: * Singleton<Myclass> o; * o->myfunct...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/qipython/pytranslator.hpp
<gh_stars>1-10 #pragma once /* ** Copyright (C) 2014 <NAME> ** See COPYING for the license */ #ifndef _PYTHON_SRC_PYTRANSLATOR_HPP_ #define _PYTHON_SRC_PYTRANSLATOR_HPP_ #include <qi/translator.hpp> namespace qi { namespace py { class PyTranslator: public qi::Translator { public: PyTranslator(c...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/examples/dummysim/dummysim.cpp
<reponame>fernandozuher/naoqi_webots<gh_stars>1-10 #include <math.h> #include <iostream> #include <limits> #include <stdlib.h> #include <signal.h> #include <stdexcept> #include <qi/application.hpp> #include <qi/path.hpp> #include <qi/os.hpp> #include <alnaosim/alnaosim.h> #include <alrobotmodel/alrobotmodel.h> #include...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/qipython/pyproperty.hpp
#pragma once /* ** Copyright (C) 2013 <NAME> ** See COPYING for the license */ #ifndef _QIPYTHON_PYPROPERTY_HPP_ #define _QIPYTHON_PYPROPERTY_HPP_ #include <boost/python.hpp> #include <qitype/metaproperty.hpp> #include <qitype/anyobject.hpp> #include <qipython/api.hpp> namespace qi { class PropertyBase; namesp...
fernandozuher/naoqi_webots
controllers/naoqi_webots/nao/Nao.cpp
#include "Nao.hpp" Nao::Nao(bool use_cameras, webots::Robot *robot, int time_step) : use_cameras {use_cameras}, robot {robot}, time_step {time_step}, model {Singletons::model()} { std::cout << "\n\n\t\t--------------------" << __FILE__ << "--------------------" << "\n\t\t" << "5.1 - Inside co...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/ipc.hpp
/* ** ipc.hpp ** Login : <<EMAIL>> ** Started on Wed Mar 25 01:04:11 2009 <NAME> ** $Id$ ** ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2009 Aldebaran Robotics */ #ifndef IPC_HPP_ # define IPC_HPP_ # include <bn/common.hpp> # include <bn/ipc/shmtypes.hpp> # include <bn/ipc/shmfactory.hpp> # inclu...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/ipc/processsyncserver.hpp
<gh_stars>1-10 /* ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2010 Aldebaran Robotics */ #ifndef PROCESSSYNCSERVER_HPP_ # define PROCESSSYNCSERVER_HPP_ # include <bn/ipc/processsync.hpp> namespace bn { /** * Sync a client and a server, the server allow the client to run * a timeout can be...
fernandozuher/naoqi_webots
controllers/naoqi_webots/nao/01_sensors/Inertial_Unit.cpp
#include "Inertial_Unit.hpp" Inertial_Unit::Inertial_Unit(const Sim::InertialSensor *sensor, int step) : Device("Inertial_Unit"), m_inertial_unit {wb_robot_get_device("inertial unit")}, m_accelerometer {wb_robot_get_device("accelerometer")}, m_gyroscope {wb_robot_get_device("gyro")}, m_sensor {sens...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/usb/chestboardfactory.hpp
/* ** chestboardfactory.hpp ** Login : <<EMAIL>> ** Started on Thu Apr 2 17:21:24 2009 <NAME> ** $Id$ ** ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2009 Aldebaran Robotics */ #ifndef CHESTBOARDFACTORY_HPP_ # define CHESTBOARDFACTORY_HPP_ # include <bn/common.hpp> # include <bn/usb/usb.hpp> name...
fernandozuher/naoqi_webots
controllers/naoqi_webots/nao/01_sensors/Bumper.hpp
// Description: Foot bumper #ifndef BUMPER_HPP #define BUMPER_HPP #include "../../common_library.hpp" // Webots library #include <webots/touch_sensor.h> namespace Sim { class BumperSensor; } class Bumper : public Device { private: WbDeviceTag m_tag; const Sim::BumperSensor *m_sensor; p...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/common/log.hpp
/* -*- Mode: C++; -*- */ /* ** Login : <<EMAIL>> ** Started on Tue Sep 30 11:26:47 2008 <NAME> ** ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2008 Aldebaran Robotics */ #ifndef LOG_H_ # define LOG_H_ //# include <bn/common.hpp> # include <bn/common/types.hpp> # include <map> # include <string> # ...
fernandozuher/naoqi_webots
controllers/naoqi_webots/nao/03_others/Singletons.hpp
#ifndef SINGLETONS_HPP #define SINGLETONS_HPP // Description: static environment for alsim // the Model contains a description of the robot model // the HALInterface is used to communicate with the sensors and // actuators // C...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/rt/rtthread.hpp
/* -*- C++ -*- */ /** * @author <NAME> * Aldebaran Robotics (c) 2008 All Rights Reserved - This file is confidential. * * Version : $Id$ */ #ifndef __RTTHREAD_HPP_ # define __RTTHREAD_HPP_ # include <pthread.h> # include <time.h> # include <bn/rt.hpp> namespace bn { namespace rt { class RtThread : publi...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/qipython/error.hpp
#pragma once /* ** Copyright (C) 2013 <NAME> ** See COPYING for the license */ #ifndef _QIPYTHON_ERROR_HPP_ #define _QIPYTHON_ERROR_HPP_ #include <qipython/api.hpp> #include <qi/log.hpp> #include <boost/python.hpp> //this allow displaying error raised in the python world #define PY_CATCH_ERROR(DO) ...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/i2c/earsdevicev3_2.hpp
<filename>old_aldebaran_cplusplus_sdk/include/bn/i2c/earsdevicev3_2.hpp /* ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2008, 2010 Aldebaran Robotics */ #ifndef _EARSI2CV32_HPP_ # define _EARSI2CV32_HPP_ # include <bn/common.hpp> # include <bn/i2c/devicei2c.hpp> # include <bn/i2c/earsdevice.hpp> n...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/common/singleton.hxx
<filename>old_aldebaran_cplusplus_sdk/include/bn/common/singleton.hxx /* ** singleton.hxx ** Login : <<EMAIL>> ** Started on Thu Apr 2 11:36:30 2009 <NAME> ** $Id$ ** ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2009 Aldebaran Robotics */ #ifdef INCLUDE_HXX_TEMPLATE # ifndef SINGLETON_HXX_ # define ...
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/spy.hpp
/* ** spy.hpp ** Login : <<EMAIL>> ** Started on Fri Mar 20 18:23:38 2009 <NAME> ** $Id$ ** ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2009 Aldebaran Robotics */ #ifndef SPY_HPP_ # define SPY_HPP_ # include <bn/spy/spyusb.hpp> # include <bn/spy/spyi2c.hpp> #endif /* !SPY_PP_ */
fernandozuher/naoqi_webots
old_aldebaran_cplusplus_sdk/include/bn/common/msgexception.hpp
/* -*- Mode: C++; -*- */ /* ** Login : <<EMAIL>> ** Started on Tue Nov 18 15:04:21 2008 <NAME> ** ** Author(s): ** - <NAME> <<EMAIL>> ** ** Copyright (C) 2008 Aldebaran Robotics */ #ifndef MSGEXCEPTION_H_ # define MSGEXCEPTION_H_ # include <bn/common.hpp> # include <exception> namespace bn { /* * simpl...
fernandozuher/naoqi_webots
controllers/naoqi_webots/nao/03_others/util.cpp
/* This file is part of naoqisim. naoqisim is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. naoqisim is distributed ...
fernandozuher/naoqi_webots
controllers/naoqi_webots/nao/02_actuators/Hip_Motor.hpp
// Description: Class for handling the special case of the hip HipYawPitch // motors of the Nao robot. The LHipYawPitch and RHipYawPitch are in fact a // single motor in the real Nao, but they are represented as two distinct // Motors (motors) in the Webots models. #ifndef HIP_MOTOR_HPP #define HIP_MOTOR_HPP #include...
Wiz-IO/framework-wizio-gsm
arduino/libraries/m66/Ethernet/gprsUdp.cpp
//////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://ww...
Wiz-IO/framework-wizio-gsm
arduino/cores/m66/RilCLass.cpp
<gh_stars>1-10 //////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // /...
Wiz-IO/framework-wizio-gsm
arduino/libraries/m66/EEPROM/EEPROM.cpp
//////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://ww...
Wiz-IO/framework-wizio-gsm
arduino/libraries/m66/SPI/SPI.cpp
<filename>arduino/libraries/m66/SPI/SPI.cpp //////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a ...
Wiz-IO/framework-wizio-gsm
arduino/cores/m66/arduino_main.cpp
//////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://ww...
Wiz-IO/framework-wizio-gsm
arduino/libraries/m66/Wire/Wire.cpp
<gh_stars>1-10 //////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // /...
Wiz-IO/framework-wizio-gsm
arduino/libraries/m66/Bluetooth/BTD.cpp
/* Copyright (C) 2012 <NAME>, TKJ Electronics. All rights reserved. This software may be distributed and modified under the terms of the GNU General Public License version 2 (GPL2) as published by the Free Software Foundation and appearing in the file GPL2.TXT included in the packaging of this file. Please note th...
Wiz-IO/framework-wizio-gsm
arduino/cores/m66/HardwareSerial.cpp
//////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://ww...
Wiz-IO/framework-wizio-gsm
arduino/cores/m66/GPRS.cpp
<filename>arduino/cores/m66/GPRS.cpp<gh_stars>1-10 //////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may ob...
Wiz-IO/framework-wizio-gsm
arduino/cores/m66/cpp_helpers.cpp
//////////////////////////////////////////////////////////////////////////////////////// // // 2021 <NAME> // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://ww...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/include/OGLTexture.hpp
<filename>Core/Renderer/OpenGL/include/OGLTexture.hpp #pragma once #include "glad.h" #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> namespace AVLIT { enum class TextureInternalFormat { R = GL_RED, R16F = GL_R16F, R32F = GL_R32F, RG = GL_RG, RG16F = GL_RG16F, ...
SDurand7/AVLIT-Engine
Core/Base/src/SceneBVHNode.cpp
#include "SceneBVHNode.hpp" namespace AVLIT { SceneBVHNode::SceneBVHNode(SceneObject *object) : m_children{}, m_sceneObject{object} { if(m_sceneObject) m_aabb = m_sceneObject->aabb(); } SceneBVHNode::SceneBVHNode(SceneBVHNode &&node) : m_children{std::move(node.m_children)}, m_parent{node.m_parent},...
SDurand7/AVLIT-Engine
Core/Base/include/MaterialManager.hpp
<filename>Core/Base/include/MaterialManager.hpp #pragma once #include <unordered_map> #include <string> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/Material.hpp> namespace AVLIT { class MaterialManager { public: MaterialManager() = default; Ma...
SDurand7/AVLIT-Engine
Applications/Demo/src/CustomOpenGLWidget.cpp
<filename>Applications/Demo/src/CustomOpenGLWidget.cpp<gh_stars>0 #include "CustomOpenGLWidget.hpp" #include <Applications/Demo/include/MainWindow.hpp> #include <QOpenGLContext> #include <Core/Base/include/Scene.hpp> CustomOpenGLWidget::CustomOpenGLWidget(QWidget *parent) : QOpenGLWidget{parent} {} CustomOpenGLWid...
SDurand7/AVLIT-Engine
Core/Base/include/Engine.hpp
<filename>Core/Base/include/Engine.hpp #pragma once #ifdef OPENGL #include <Core/Renderer/OpenGL/include/glad.h> #else #endif #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> namespace AVLIT { class Engine { public: Engine(const Engine &) = delete; void operator=(const Engine ...
SDurand7/AVLIT-Engine
Core/Renderer/include/Shader.hpp
<reponame>SDurand7/AVLIT-Engine #pragma once #ifdef OPENGL #include <Core/Renderer/OpenGL/include/OGLShader.hpp> #else /// Coming soon #endif
SDurand7/AVLIT-Engine
Core/Base/src/Drawable.cpp
#include "Drawable.hpp" #include <Core/Base/include/Model.hpp> #include <Core/Base/include/Mesh.hpp> namespace AVLIT { Drawable::Drawable(const std::string &name, const Transform &transform, Model *model) : SceneObject{name, transform}, m_model{model} { m_aabb.compute(m_model, m_transform); } void Drawable...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/inline/OGLShader.inl
<filename>Core/Renderer/OpenGL/inline/OGLShader.inl namespace AVLIT { inline void OGLShader::bind() const { glUseProgram(m_programID); } template <typename T> inline void OGLShader::setUniform(const std::string &name, T value) { GLint location; const auto it = m_uniforms.find(name); if(it != m_uniforms.c...
SDurand7/AVLIT-Engine
Core/Base/include/Types.hpp
#pragma once #include <memory> #include <Dependencies/glm/glm/glm.hpp> #include <Dependencies/glm/glm/gtc/type_ptr.hpp> namespace AVLIT { using uint = unsigned int; using ulong = unsigned long; using ushort = unsigned short; using uchar = unsigned char; using Vec2 = glm::vec2; using Vec3 = glm::vec3; using Vec4 =...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/inline/OGLTexture.inl
<reponame>SDurand7/AVLIT-Engine<filename>Core/Renderer/OpenGL/inline/OGLTexture.inl namespace AVLIT { inline void OGLTexture::bind(GLint textureUnit) const { glActiveTexture(GL_TEXTURE0 + textureUnit); glBindTexture(m_textureType, m_textureID); GL_CHECK_ERROR(); } template <typename T> void OGLTexture::a...
SDurand7/AVLIT-Engine
Core/Base/src/Scene.cpp
#include "Scene.hpp" #include <Core/Base/include/SceneBVHNode.hpp> #include <algorithm> namespace AVLIT { Scene::Scene() : m_graphRoot{std::make_unique<SceneBVHNode>(nullptr)}, m_drawables{}, m_lights{}, m_cameras{} { Transform trf{1.f}; trf[3] = {0.f, 10.f, 0.f}; m_lights.emplace_back(std::make_unique...
SDurand7/AVLIT-Engine
Applications/Demo/include/MainWindow.hpp
#pragma once #include <Applications/Demo/include/CustomOpenGLWidget.hpp> #include <Applications/Demo/include/EventManager.hpp> #include <Applications/Demo/include/Application.hpp> #include <QMainWindow> #include <QTimer> #include <QTreeWidgetItem> #include <memory> namespace Ui { class MainWindow; } class MainWin...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/include/OGLShader.hpp
<reponame>SDurand7/AVLIT-Engine #pragma once #include "glad.h" #include <string> #include <vector> #include <unordered_map> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> namespace AVLIT { enum class OGLShaderStage { COMPUTE = GL_COMPUTE_SHADER, VERTEX = GL_VERTEX_SHADER, ...
SDurand7/AVLIT-Engine
Core/Base/src/Camera.cpp
<gh_stars>0 #include "Camera.hpp" #include <Core/Base/include/Model.hpp> #include <Core/Base/include/Mesh.hpp> namespace AVLIT { Camera::Camera(const std::string &name, const Transform &transform, int width, int height, float fovy, float near, float far) : SceneObject{name, transform}, m_width{wi...
SDurand7/AVLIT-Engine
Core/Base/include/AABB.hpp
<filename>Core/Base/include/AABB.hpp #pragma once #include <algorithm> #include <array> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> namespace AVLIT { using AABBVertices = std::array<Vec3, 8>; class AABB { public: AABB() = default; explicit AABB(const Vec3 &point); ex...
SDurand7/AVLIT-Engine
Core/Base/include/MeshManager.hpp
<filename>Core/Base/include/MeshManager.hpp #pragma once #include <unordered_map> #include <vector> #include <string> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/Mesh.hpp> namespace AVLIT { class MeshManager { // TODO: check if two meshes with the ...
SDurand7/AVLIT-Engine
Applications/Demo/include/CustomOpenGLWidget.hpp
<reponame>SDurand7/AVLIT-Engine #pragma once #include <Core/Base/include/Engine.hpp> #include <QOpenGLWidget> class CustomOpenGLWidget : public QOpenGLWidget { Q_OBJECT public: explicit CustomOpenGLWidget(QWidget *parent = nullptr); ~CustomOpenGLWidget(); signals: void contextCreated(); protected...
SDurand7/AVLIT-Engine
Applications/Demo/src/EventManager.cpp
<filename>Applications/Demo/src/EventManager.cpp #include "EventManager.hpp" EventManager::EventManager() { std::fill(m_mouseCallbacks, m_mouseCallbacks + MOUSEBINDS, [](QPointF, QPointF) {}); std::fill(m_mouseReleaseCallbacks, m_mouseReleaseCallbacks + MOUSEBINDS, []() {}); } void EventManager::addKey(Qt::K...
SDurand7/AVLIT-Engine
Core/Renderer/include/Texture.hpp
<filename>Core/Renderer/include/Texture.hpp #pragma once #ifdef OPENGL #include <Core/Renderer/OpenGL/include/OGLTexture.hpp> #else /// Coming soon #endif
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/include/OGLShaderManager.hpp
#pragma once #include "glad.h" #include <string> #include <vector> #include <utility> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Renderer/OpenGL/include/OGLShader.hpp> namespace AVLIT { enum class OGLShaderType { GBUFFER = 0, DEFERRED_LIGHTING = 1, SH...
SDurand7/AVLIT-Engine
Core/Base/src/MaterialManager.cpp
<filename>Core/Base/src/MaterialManager.cpp #include "MaterialManager.hpp" namespace AVLIT { Material *MaterialManager::material(const std::string &name) const { auto matIt = m_materials.find(name); if(matIt == m_materials.cend()) return nullptr; return matIt->second.get(); } void MaterialManage...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/src/OGLShaderManager.cpp
#include "OGLShaderManager.hpp" namespace AVLIT { OGLShaderManager::OGLShaderManager(const OGLShaderSources &sources) : m_shaders(static_cast<int>(OGLShaderType::COUNT)) { for(const auto &source : sources) { m_shaders[static_cast<int>(source.first)] = Shader(source.second); } } } // namespace AV...
SDurand7/AVLIT-Engine
Core/Base/src/Mesh.cpp
#include "Mesh.hpp" #include <Core/Base/include/Material.hpp> namespace AVLIT { Mesh::Mesh(Material *material, std::vector<uint> &&indices, std::vector<Vec3> &&vertices, std::vector<Vec2> &&texCoords, std::vector<Vec3> &&normals, std::vector<Vec3> &&tangents, std::vector<Vec3> &&bitangents) : m_mater...
SDurand7/AVLIT-Engine
Core/Base/src/AssetManager.cpp
#include "AssetManager.hpp" #include <vector> #include <Dependencies/assimp/include/assimp/scene.h> #include <Dependencies/assimp/include/assimp/cimport.h> #include <Dependencies/assimp/include/assimp/Importer.hpp> #include <assimp/postprocess.h> #define STB_IMAGE_IMPLEMENTATION #include <Core/Base/include/stb_image...
SDurand7/AVLIT-Engine
Core/Base/src/Engine.cpp
#include "Engine.hpp" #include <Core/Base/include/Scene.hpp> #include <Core/Base/include/AssetManager.hpp> #include <Core/Base/include/ModelManager.hpp> #include <Core/Base/include/MeshManager.hpp> #include <Core/Base/include/MaterialManager.hpp> #include <Core/Base/include/TextureManager.hpp> namespace AVLIT { Eng...
SDurand7/AVLIT-Engine
Core/Renderer/include/RenderTarget.hpp
<gh_stars>0 #pragma once #ifdef OPENGL #include <Core/Renderer/OpenGL/include/OGLFramebuffer.hpp> #else /// Coming soon #endif
SDurand7/AVLIT-Engine
Core/Base/include/TextureManager.hpp
#pragma once #include <unordered_map> #include <string> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Renderer/include/Texture.hpp> namespace AVLIT { // Handle the creation/destruction of texture loaded in the AssetManager class TextureManager { public: TextureMa...
SDurand7/AVLIT-Engine
Core/Base/include/SceneObject.hpp
<filename>Core/Base/include/SceneObject.hpp #pragma once #include <vector> #include <string> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/AABB.hpp> namespace AVLIT { class SceneObject { public: SceneObject(const std::string &name, const Transform &t...
SDurand7/AVLIT-Engine
Core/Base/src/Light.cpp
<filename>Core/Base/src/Light.cpp #include "Light.hpp" #include <Core/Base/include/Math.hpp> #include <Core/Base/include/Model.hpp> #include <Core/Base/include/Mesh.hpp> namespace AVLIT { const float nearZ = 0.85f; /// Light base class Light::Light(const std::string &name, const Transform &transform, uint shadowMa...
SDurand7/AVLIT-Engine
Core/Base/inline/Light.inl
#include <Core/Renderer/include/Shader.hpp> namespace AVLIT { inline Mat4 Light::view() const { Mat4 view; const Vec3 &translation = m_transform[3]; const Mat3 &rotation = m_transform; view = transpose(rotation); view[3][0] = -dot(translation, rotation[0]); view[3][1] = -dot(translation, ro...
SDurand7/AVLIT-Engine
Core/Base/include/Drawable.hpp
<reponame>SDurand7/AVLIT-Engine<gh_stars>0 #pragma once #include <Core/Base/include/SceneObject.hpp> namespace AVLIT { class Drawable : public SceneObject { public: Drawable(const std::string &name, const Transform &transform, Model *model); virtual ~Drawable() = default; AVLIT_API void scale(const Mat...
SDurand7/AVLIT-Engine
Core/Base/inline/Mesh.inl
<gh_stars>0 namespace AVLIT { inline const GPUBuffer &Mesh::buffer() const { return m_buffer; } inline Material *Mesh::material() const { return m_material; } inline const AABB &Mesh::aabb() const { return m_localAabb; } inline int Mesh::size() const { return static_cast<int>(m_indices.size()); } inline const std:...
SDurand7/AVLIT-Engine
Core/Base/src/Material.cpp
#include "Material.hpp" namespace AVLIT { void Material::setAlbedo(Color3 albedo) { m_albedo = albedo; } void Material::setAlpha(float alpha) { m_alpha = alpha; } void Material::setNormalMap(const Texture *normalMap) { m_normalMap = normalMap; } void Material::setAlbedoMap(const Texture *albedoMap) { m_albedoMap ...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/src/OGLShader.cpp
<gh_stars>0 #include "OGLShader.hpp" #include <fstream> #include <sstream> #include <regex> namespace AVLIT { OGLShader::OGLShader(const OGLShaderStageFiles &sources) : m_programID{glCreateProgram()} { for(const auto &shaderFile : sources) { const GLuint id = parseGLSL(static_cast<GLenum>(shaderFile.fir...
SDurand7/AVLIT-Engine
Core/Base/src/SceneObject.cpp
#include "SceneObject.hpp" #include <Core/Base/include/Math.hpp> namespace AVLIT { SceneObject::SceneObject(const std::string &name, const Transform &transform) : m_name{name}, m_transform{transform}, m_aabb{transform[3]}, m_visible{true} {} void SceneObject::scale(const Mat3 &trf) { if(m_graphNode) ...
SDurand7/AVLIT-Engine
Core/Base/src/TextureManager.cpp
#include "TextureManager.hpp" namespace AVLIT { const Texture *TextureManager::addTexture(const std::string &name, uchar **data, uint width, uint height, TextureType textureType, TextureInternalFormat internalFormat, TextureFormat fo...
SDurand7/AVLIT-Engine
Core/Base/inline/SceneObject.inl
<filename>Core/Base/inline/SceneObject.inl #include <Core/Base/include/SceneBVHNode.hpp> #include <Core/Base/include/Model.hpp> namespace AVLIT { inline void SceneObject::rotate(const Mat3 &rotation, Vec3 center) { _rotate(rotation, center); if(m_graphNode) m_graphNode->updateParentsAABBs(); } inli...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/include/OGLFramebuffer.hpp
<reponame>SDurand7/AVLIT-Engine<gh_stars>0 #pragma once #include "glad.h" #include <unordered_map> #include <memory> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Renderer/OpenGL/include/OGLShader.hpp> #include <Core/Renderer/OpenGL/include/OGLTexture.hpp> namespace ...
SDurand7/AVLIT-Engine
Core/Base/inline/AABB.inl
namespace AVLIT { inline const Vec3 &AABB::min() const { return m_min; } inline const Vec3 &AABB::max() const { return m_max; } inline AABBVertices AABB::vertices() const { return {m_min, m_max, {m_min.x, m_max.y, m_min.z}, {m_max.x, m_max.y, m_min.z}, {m_max.x, m_...
SDurand7/AVLIT-Engine
Core/Base/src/Model.cpp
#include "Model.hpp" #include <algorithm> #include <Core/Base/include/Mesh.hpp> #include <Core/Base/include/Material.hpp> namespace AVLIT { void Model::addMesh(Mesh *mesh) { auto material = mesh->material(); auto res = std::find_if( m_meshesByMaterial.begin(), m_meshesByMaterial.end(), [&m...
SDurand7/AVLIT-Engine
Core/Base/include/Mesh.hpp
<gh_stars>0 #pragma once #include <vector> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/Math.hpp> #include <Core/Base/include/AABB.hpp> #include <Core/Base/include/Material.hpp> #include <Core/Renderer/include/GPUBuffer.hpp> namespace AVLIT { class Mesh...
SDurand7/AVLIT-Engine
Applications/Demo/include/EventManager.hpp
#pragma once #define MOUSEBINDS 4 #include <QKeyEvent> #include <QMouseEvent> #include <bitset> #include <array> #include <functional> #include <chrono> #include <unordered_map> // TODO: - Handle "released" events callbacks // - Cleanup enum class MouseEvent { LEFT_DRAGGED = 0, RIGHT_DRAGGED = 1, LEFT_CLICK...
SDurand7/AVLIT-Engine
Core/Base/inline/Material.inl
<gh_stars>0 namespace AVLIT { // TODO: handle the case where we have an alpha map inline bool Material::isOpaque() const { return m_alpha > 0.99; } inline bool Material::isTwoSided() const { return m_twoSided; } inline Color3 Material::albedo() const { return m_albedo; } inline float Material::alpha() const { retur...
SDurand7/AVLIT-Engine
Core/Base/include/Model.hpp
<filename>Core/Base/include/Model.hpp #pragma once #include <vector> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/AABB.hpp> namespace AVLIT { class Model { public: Model() = default; void addMesh(Mesh *mesh); const AABB &aabb() const; ...
SDurand7/AVLIT-Engine
Core/Base/include/SceneBVHNode.hpp
#pragma once #include <vector> #include <string> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/AABB.hpp> namespace AVLIT { class SceneBVHNode { public: SceneBVHNode() = delete; SceneBVHNode(SceneObject *object); SceneBVHNode(SceneBVHNode &&node); AVLIT_API inline const std::...
SDurand7/AVLIT-Engine
Core/Base/inline/Scene.inl
namespace AVLIT { inline void Scene::render() { m_renderSystem->render(); } inline const std::vector<LightUptr> &Scene::lights() const { return m_lights; } inline const std::vector<CameraUptr> &Scene::cameras() const { return m_cameras; } inline void Scene::setCurrentCamera(Camera *camera) { if(!m_renderSystem)...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/include/OGLRenderSystem.hpp
#pragma once #include "glad.h" #include <vector> #include <utility> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/Camera.hpp> #include <Core/Renderer/OpenGL/include/OGLShaderManager.hpp> #include <Core/Renderer/OpenGL/include/OGLFramebuffer.hpp> #include <...
SDurand7/AVLIT-Engine
Core/Base/include/Camera.hpp
#pragma once #include <Core/Base/include/SceneObject.hpp> #include <Core/Base/include/Math.hpp> namespace AVLIT { class Camera : public SceneObject { public: // transform should be a composition of a rotation and a translation, debug models should be scaled on load AVLIT_API Camera(const std::string &name, ...
SDurand7/AVLIT-Engine
Core/Base/include/Scene.hpp
#pragma once #include <vector> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/Drawable.hpp> #include <Core/Base/include/Camera.hpp> #include <Core/Base/include/Light.hpp> #include <Core/Renderer/include/RenderSystem.hpp> namespace AVLIT { class Scene { pu...
SDurand7/AVLIT-Engine
Core/Base/include/ModelManager.hpp
<reponame>SDurand7/AVLIT-Engine #pragma once #include <unordered_map> #include <string> #include <vector> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> #include <Core/Base/include/Model.hpp> namespace AVLIT { class ModelManager { public: ModelManager() = default; const std...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/src/OGLTexture.cpp
#include "OGLTexture.hpp" namespace AVLIT { OGLTexture::OGLTexture(TextureInternalFormat internalFormat, TextureFormat format, TextureType textureType, TextureDataType dataType, bool generateMipmap) : m_internalFormat{static_cast<GLint>(internalFormat)}, m_format{static_cast<GLenum>(forma...
SDurand7/AVLIT-Engine
Core/Base/src/ModelManager.cpp
#include "ModelManager.hpp" namespace AVLIT { const std::vector<std::string> &ModelManager::names() const { return m_names; } Model *ModelManager::model(const std::string &name) const { auto modelIt = m_models.find(name); if(modelIt == m_models.cend()) return nullptr; return modelIt->second.get(...
SDurand7/AVLIT-Engine
Core/Base/inline/Camera.inl
<filename>Core/Base/inline/Camera.inl namespace AVLIT { inline Mat4 Camera::view() const { Mat4 view; const Vec3 &translation = m_transform[3]; const Mat3 &rotation = m_transform; view = transpose(rotation); view[3][0] = -dot(translation, rotation[0]); view[3][1] = -dot(translation, rotation[...
SDurand7/AVLIT-Engine
Core/Base/include/Macros.hpp
<reponame>SDurand7/AVLIT-Engine<filename>Core/Base/include/Macros.hpp #pragma once #include <iostream> #define AT "\n --> at " << __FILE__ << " line " << __LINE__ << std::endl #define AVLIT_LOG(msg) (std::cout << "[LOG]: " << msg << AT) #define AVLIT_WARN(msg) (std::cout << "[WARN]: " << msg << AT) #define AVLIT_...
SDurand7/AVLIT-Engine
Core/Renderer/include/RenderSystem.hpp
#pragma once #ifdef OPENGL #include <Core/Renderer/OpenGL/include/OGLRenderSystem.hpp> #else /// Coming soon #endif
SDurand7/AVLIT-Engine
Applications/Demo/src/MainWindow.cpp
<reponame>SDurand7/AVLIT-Engine<gh_stars>0 #include "MainWindow.hpp" #include "ui_MainWindow.h" #include <QKeyEvent> #include <QFileDialog> #include <QDrag> #include <QMimeData> #include <QOpenGLContext> MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow), m_drawTimer(this) { Q...
SDurand7/AVLIT-Engine
Core/Renderer/include/GPUBuffer.hpp
<gh_stars>0 #pragma once #ifdef OPENGL #include <Core/Renderer/OpenGL/include/OGLVAO.hpp> #else /// Coming soon #endif
SDurand7/AVLIT-Engine
Applications/Demo/src/Application.cpp
#include "Application.hpp" #include <Core/Base/include/Engine.hpp> #include <Core/Base/include/Scene.hpp> #include <Core/Base/include/Math.hpp> #include <Core/Base/include/Drawable.hpp> #include <Core/Base/include/Light.hpp> #include <Core/Base/include/AssetManager.hpp> #include <Core/Base/include/ModelManager.hpp> ...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/src/OGLRenderSystem.cpp
#include "OGLRenderSystem.hpp" #include <random> #include <Core/Base/include/Math.hpp> #include <Core/Base/include/Drawable.hpp> #include <Core/Base/include/Light.hpp> #include <Core/Base/include/Model.hpp> #include <Core/Base/include/Mesh.hpp> #include <Core/Base/include/Material.hpp> #include <Core/Renderer/OpenGL/...
SDurand7/AVLIT-Engine
Applications/Demo/include/Application.hpp
<filename>Applications/Demo/include/Application.hpp #pragma once #include <vector> #include <string> #include <Core/Base/include/Types.hpp> class Application { public: Application() = delete; Application(int width, int height); void resize(int width, int height); void translateCameraFront(float d...
SDurand7/AVLIT-Engine
Applications/Demo/src/Main.cpp
#include <QApplication> #include "MainWindow.hpp" int main(int argc, char *argv[]) { QApplication editor(argc, argv); MainWindow window; window.show(); return editor.exec(); }
SDurand7/AVLIT-Engine
Core/Base/include/Math.hpp
#pragma once #include <cmath> #include <Dependencies/glm/glm/gtx/transform.hpp> #include <Core/Base/include/Types.hpp> namespace AVLIT { using glm::cross; using glm::dot; using glm::epsilon; using glm::inverse; using glm::length; using glm::lookAt; using glm::normalize; using glm::ortho; using glm::perspective; us...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/inline/OGLFramebuffer.inl
<filename>Core/Renderer/OpenGL/inline/OGLFramebuffer.inl namespace AVLIT { inline void OGLFramebuffer::operator=(OGLFramebuffer &&framebuffer) noexcept { m_fboID = framebuffer.m_fboID; framebuffer.m_fboID = 0; m_rboID = framebuffer.m_rboID; framebuffer.m_rboID = 0; m_textures = std::move(framebuffe...
SDurand7/AVLIT-Engine
Core/Renderer/OpenGL/src/OGLFramebuffer.cpp
#include "OGLFramebuffer.hpp" #include <random> #include <cmath> #include <Core/Base/include/Math.hpp> #include <Core/Renderer/OpenGL/include/OGLTexture.hpp> #include "bluenoise.h" namespace AVLIT { GLint OGLFramebuffer::m_defaultID = -1; OGLFramebuffer::OGLFramebuffer(GLuint textureCount) : m_textures(textu...
SDurand7/AVLIT-Engine
Core/Base/include/AssetManager.hpp
#pragma once #include <string> #include <vector> #include <Core/Base/include/Macros.hpp> #include <Core/Base/include/Types.hpp> struct aiScene; struct aiMesh; struct aiMaterial; namespace AVLIT { class AssetManager { public: AssetManager(); AVLIT_API std::string loadAssetFromFile(const std::string &filepa...
SDurand7/AVLIT-Engine
Core/Base/src/AABB.cpp
#include "AABB.hpp" #include <Core/Base/include/Model.hpp> #include <Core/Base/include/Mesh.hpp> #include <iostream> namespace AVLIT { AABB::AABB(const Vec3 &point) : m_min{point}, m_max{point} {} AABB::AABB(const Vec3 &min, const Vec3 &max) : m_min{min}, m_max{max} {} void AABB::compute(const Model *model, const ...
SDurand7/AVLIT-Engine
Core/Base/src/MeshManager.cpp
<filename>Core/Base/src/MeshManager.cpp<gh_stars>0 #include "MeshManager.hpp" namespace AVLIT { Mesh *MeshManager::mesh(const std::string &name) const { auto meshIt = m_meshes.find(name); if(meshIt == m_meshes.cend()) return nullptr; return meshIt->second.get(); } Mesh *MeshManager::addMesh(cons...