Todo List
- Member helios::app::Application::~Application ()=default
free resource allocations from renderingDevice, window and InputManager
- Class helios::core::spatial::Transform
- Member helios::engine::mechanics::bounds::systems::LevelBoundsBehaviorSystem::update (helios::engine::runtime::world::UpdateContext &updateContext) noexcept override
- Member helios::engine::mechanics::input::systems::TwinStickInputSystem::update (helios::engine::runtime::world::UpdateContext &updateContext) noexcept override
DO NOT POST IF input is already inactive in shootComponent and no input was detected (after normalizing)
- Member helios::engine::mechanics::spawn::systems::GameObjectSpawnSystem::update (helios::engine::runtime::world::UpdateContext &updateContext) noexcept override
this should be processed before iterating over all schedulers: A scheduler owns the rule, hence a rule that triggered the event's can be associated with the owning Scheduler, making it unneccesary to iterate over already processed events
- Namespace helios::engine::modules::effects::gfx::components
- Namespace helios::engine::modules::spatial::transform::components
- Member helios::engine::modules::ui::widgets::systems::MenuDisplaySystem< StateLft, StateRgt >::update (helios::engine::runtime::world::UpdateContext &updateContext) noexcept override
-
Check if item is child element of menu?
guaranteee that the UiFocusComponent is exclusive, break here if first comp with focus was found.
- Class helios::engine::runtime::pooling::GameObjectPool
Prevent duplicate EntityHandles from being added to the pool.
- Member helios::engine::tooling::FramePacer::sync ()
Implement hybrid spinning for the last millisecond of the wait time to improve timing precision and mitigate OS scheduler wake-up latency.
- Member helios::event::BasicEventManager::post (std::unique_ptr< const Event > event, PostPolicy policy, const std::function< bool(const std::unique_ptr< const Event > &event, const std::unique_ptr< const Event > &evt)> &func) override
- Class helios::event::Event
can we reset the value for Guids in between frames, if events are guaranteed to be dispatched and processed in between frames?
- Class helios::ext::glfw::window::GLFWWindow
- Member helios::ext::opengl::rendering::model::OpenGLMesh::OpenGLMesh (std::shared_ptr< const std::vector< helios::rendering::Vertex > > vertices, std::shared_ptr< const std::vector< unsigned int > > indices, std::shared_ptr< const helios::rendering::mesh::MeshConfig > meshConfig)
this should not be part of the constructor, instead, lazy init in render pass, then reuse.
- Member helios::ext::opengl::rendering::model::OpenGLMesh::OpenGLMesh (const helios::rendering::asset::shape::Shape &shape, std::shared_ptr< const helios::rendering::mesh::MeshConfig > meshConfig)
this should not be part of the constructor, instead, lazy init in render pass, then reuse.
- Member helios::ext::opengl::rendering::OpenGLDevice::init () override
- Member helios::ext::opengl::rendering::OpenGLGlyphTextRenderer::~OpenGLGlyphTextRenderer () override
- Class helios::input::InputSnapshot
-
Extend to support multiple gamepads, keyboard, and mouse input.
Add timestamp to enable precise replay and network synchronization.
- Member helios::math::mat4< T >::same (const mat4< T > &rgt) const
account for abs (values close to zero) and rel (larger values), move EPSILON to global constant
- Member helios::math::vec2< T >::same (const vec2< T > &rgt, T epsilon=0.0001) const
account for abs (values close to zero) and rel (larger values), move epsilon to global constant?
- Member helios::math::vec3< T >::same (const vec3< T > &rgt, T epsilon=0.0001) const
account for abs (values close to zero) and rel (larger values), move epsilon to global constant?
- Member helios::rendering::mesh::Mesh::init ()=0
- Member helios::rendering::RenderQueue::add (helios::rendering::mesh::MeshRenderCommand renderCommand)
- Member helios::rendering::RenderQueue::clear ()
strategy to decide whether shrink_to_fit should only be applied if expected numbers RenderCommands for the subsequent render passes is less than current size?
- Class helios::rendering::RenderTarget
This implementation currently represents only the **default framebuffer**. Future extensions should allow it to represent arbitrary framebuffer objects (FBOs), using indices.
- Member helios::rendering::RenderTarget::setSize (unsigned int width, unsigned int height) noexcept
A LayoutManager could be introduced to manage the arrangement of multiple viewports.
- Class helios::rendering::shader::UniformValueMap
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UniformMap must allow only one index for all data structures, i.e. if map_[semantics] contains a mat4f, other types should not be allowed for the same semantics.
UniformValueMaps should be scoped, e.g. per frame (world matrix, projection, view...), per material (colors, emissive...), per object (world matrix...), which allows for better handling of assigning uniforms: per-frame values change once per frame, while per-object values change per object.
- Member helios::rendering::Viewport::setRenderTarget (const helios::rendering::RenderTarget *renderTarget, ViewportKey key) noexcept
The Viewport should observe the RenderTarget for state changes (e.g., resize).
- Member helios::scene::CameraSceneNode::lookAt (helios::math::vec3f target, helios::math::vec3f up)
- Class helios::scene::FrustumCullingStrategy
The returned list should be considered "as is" for now: Each entry in the list is a single renderable entity to consider. Its child nodes (i.e. the sub tree for which this node is the root) should _not_ be automatically considered for rendering. Later iterations should probably use an individual struct that provides a hint whether for a given node a whole subtree should be considered, saving time for culling and memory when constructing the list.
- Member helios::scene::Scene::createSnapshot (const rendering::Viewport &viewport) const
This should be refactored into a factory to prevent domain leakage between Scene and Rendering.
- Member helios::scene::SceneNode::SceneNode () noexcept
explicitly implement move (assignment) constructor if required, since we have deleted the copy constructors
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