Browse Source

Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-sgrenier

Steve Grenier 14 years ago
parent
commit
c81070345c
100 changed files with 4017 additions and 1058 deletions
  1. 14 11
      README.md
  2. 27 21
      gameplay-encoder/gameplay-encoder.xcodeproj/project.pbxproj
  3. 1789 0
      gameplay.doxyfile
  4. 3 0
      gameplay.xcworkspace/contents.xcworkspacedata
  5. 14 7
      gameplay/.cproject
  6. 6 5
      gameplay/gameplay.vcxproj
  7. 9 6
      gameplay/gameplay.vcxproj.filters
  8. 599 463
      gameplay/gameplay.xcodeproj/project.pbxproj
  9. 44 25
      gameplay/src/Animation.cpp
  10. 3 5
      gameplay/src/Animation.h
  11. 327 20
      gameplay/src/AnimationClip.cpp
  12. 42 12
      gameplay/src/AnimationClip.h
  13. 8 9
      gameplay/src/AnimationController.cpp
  14. 2 7
      gameplay/src/AnimationController.h
  15. 29 5
      gameplay/src/AnimationTarget.cpp
  16. 20 5
      gameplay/src/AnimationTarget.h
  17. 3 5
      gameplay/src/AnimationValue.cpp
  18. 2 4
      gameplay/src/AnimationValue.h
  19. 75 20
      gameplay/src/AudioBuffer.cpp
  20. 0 4
      gameplay/src/AudioBuffer.h
  21. 0 4
      gameplay/src/AudioController.cpp
  22. 0 4
      gameplay/src/AudioController.h
  23. 0 4
      gameplay/src/AudioListener.cpp
  24. 0 4
      gameplay/src/AudioListener.h
  25. 0 4
      gameplay/src/AudioSource.cpp
  26. 0 4
      gameplay/src/AudioSource.h
  27. 1 3
      gameplay/src/Base.h
  28. 0 4
      gameplay/src/BoundingBox.cpp
  29. 0 4
      gameplay/src/BoundingBox.h
  30. 0 4
      gameplay/src/BoundingBox.inl
  31. 0 4
      gameplay/src/BoundingSphere.cpp
  32. 0 4
      gameplay/src/BoundingSphere.h
  33. 0 4
      gameplay/src/BoundingSphere.inl
  34. 0 4
      gameplay/src/Camera.cpp
  35. 0 4
      gameplay/src/Camera.h
  36. 0 4
      gameplay/src/Curve.cpp
  37. 0 4
      gameplay/src/Curve.h
  38. 0 4
      gameplay/src/DebugNew.cpp
  39. 3 5
      gameplay/src/DebugNew.h
  40. 0 4
      gameplay/src/DepthStencilTarget.cpp
  41. 0 4
      gameplay/src/Effect.cpp
  42. 0 4
      gameplay/src/Effect.h
  43. 0 4
      gameplay/src/FileSystem.cpp
  44. 0 4
      gameplay/src/FileSystem.h
  45. 812 25
      gameplay/src/Font.cpp
  46. 73 6
      gameplay/src/Font.h
  47. 0 4
      gameplay/src/Frustum.cpp
  48. 0 4
      gameplay/src/Frustum.h
  49. 0 4
      gameplay/src/Game.cpp
  50. 0 4
      gameplay/src/Game.h
  51. 0 4
      gameplay/src/Input.cpp
  52. 0 4
      gameplay/src/Input.h
  53. 0 4
      gameplay/src/Joint.cpp
  54. 0 4
      gameplay/src/Joint.h
  55. 0 4
      gameplay/src/Light.cpp
  56. 0 4
      gameplay/src/Light.h
  57. 0 4
      gameplay/src/Material.cpp
  58. 0 4
      gameplay/src/Material.h
  59. 0 4
      gameplay/src/MaterialParameter.cpp
  60. 0 4
      gameplay/src/MaterialParameter.h
  61. 0 3
      gameplay/src/Matrix.cpp
  62. 0 4
      gameplay/src/Matrix.h
  63. 0 4
      gameplay/src/Matrix.inl
  64. 0 4
      gameplay/src/Mesh.cpp
  65. 0 4
      gameplay/src/Mesh.h
  66. 0 4
      gameplay/src/MeshPart.cpp
  67. 0 4
      gameplay/src/MeshPart.h
  68. 0 4
      gameplay/src/MeshSkin.cpp
  69. 0 4
      gameplay/src/MeshSkin.h
  70. 0 4
      gameplay/src/Model.cpp
  71. 0 4
      gameplay/src/Model.h
  72. 0 4
      gameplay/src/Node.cpp
  73. 0 4
      gameplay/src/Node.h
  74. 0 4
      gameplay/src/Package.cpp
  75. 0 4
      gameplay/src/Package.h
  76. 6 10
      gameplay/src/ParticleEmitter.cpp
  77. 58 53
      gameplay/src/ParticleEmitter.h
  78. 0 4
      gameplay/src/Pass.cpp
  79. 0 4
      gameplay/src/Pass.h
  80. 0 4
      gameplay/src/PhysicsConstraint.cpp
  81. 1 4
      gameplay/src/PhysicsConstraint.h
  82. 0 4
      gameplay/src/PhysicsConstraint.inl
  83. 0 4
      gameplay/src/PhysicsController.cpp
  84. 11 10
      gameplay/src/PhysicsController.h
  85. 1 5
      gameplay/src/PhysicsFixedConstraint.cpp
  86. 1 4
      gameplay/src/PhysicsFixedConstraint.h
  87. 0 4
      gameplay/src/PhysicsFixedConstraint.inl
  88. 1 5
      gameplay/src/PhysicsGenericConstraint.cpp
  89. 4 5
      gameplay/src/PhysicsGenericConstraint.h
  90. 0 4
      gameplay/src/PhysicsGenericConstraint.inl
  91. 0 4
      gameplay/src/PhysicsHingeConstraint.cpp
  92. 2 5
      gameplay/src/PhysicsHingeConstraint.h
  93. 4 9
      gameplay/src/PhysicsMotionState.cpp
  94. 2 4
      gameplay/src/PhysicsMotionState.h
  95. 2 6
      gameplay/src/PhysicsRigidBody.cpp
  96. 13 9
      gameplay/src/PhysicsRigidBody.h
  97. 0 4
      gameplay/src/PhysicsRigidBody.inl
  98. 2 6
      gameplay/src/PhysicsSocketConstraint.cpp
  99. 2 5
      gameplay/src/PhysicsSocketConstraint.h
  100. 2 6
      gameplay/src/PhysicsSpringConstraint.cpp

+ 14 - 11
README.md

@@ -1,19 +1,22 @@
-## GamePlay v1.0.1
+## GamePlay v1.1.0
 GamePlay is a open-source, cross-platform 3D native gaming framework making it easy to learn and write mobile and desktop games. 
 
 ## Supported Platforms
+- BlackBerry PlayBook 1.0,2.0 (using BlackBerry Native SDK 1.0,2.0)
+- Apple MacOS X (using Apple XCode 4.0)
 - Microsoft Windows 7 (using Microsoft Visual Studio 2010)
- * Requires OpenAL 1.1 (http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx)
-- BlackBerry PlayBook 1.0/2.0 (using BlackBerry Native SDK 1.0)
+	* Requires OpenAL 1.1 (http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx)
 
-## Roadmap
-- Apple Mac OS X support (using XCode 4.0)
-- Physics support with Bullet Physics
-- Encoded audio support with Ogg Vorbis
-- FrameBuffer's (RenderTarget + DepthStencilTarget)
-- Shadow and Light map generation.
-- Spatial Partitioning with Octree (Visibility Testing and Light Determination)
-- UI Forms
+## Roadmap for 'next' branch
+- VisibilityController for node culling.
+- Materials/Shaders supporting multi-texturing for light maps.
+- Billboard and MeshBatch classes.
+- UI Forms with Themed Overlays.
+- Gamepad with Touch Themed Overlays.
+- Physics Sample and Tutorial.
+- New Project Setup Scripts for each platform.
+- Developer Users Guide.
+- Apple iOS 5 Support.
 
 ## Bug Reporting and Feature Requests
 If you find a bug in a Sample, or have an enhancement request, simply file an 

+ 27 - 21
gameplay-encoder/gameplay-encoder.xcodeproj/project.pbxproj

@@ -72,7 +72,7 @@
 
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-		42475D7B14720ECE00610A6A /* libdom.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libdom.a; path = "../external-deps/collada-dom/lib/macosx/libdom.a"; sourceTree = "<group>"; };
+		42475D7B14720ECE00610A6A /* libdom.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libdom.a; path = "../external-deps/collada-dom/lib/macos/libdom.a"; sourceTree = "<group>"; };
 		42C8EDB714724CD700E43619 /* Animation.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = Animation.cpp; path = src/Animation.cpp; sourceTree = SOURCE_ROOT; };
 		42C8EDB814724CD700E43619 /* Animation.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = Animation.h; path = src/Animation.h; sourceTree = SOURCE_ROOT; };
 		42C8EDB914724CD700E43619 /* AnimationChannel.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = AnimationChannel.cpp; path = src/AnimationChannel.cpp; sourceTree = SOURCE_ROOT; };
@@ -156,12 +156,12 @@
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 		42C8EE0914724CD700E43619 /* VertexElement.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = VertexElement.h; path = src/VertexElement.h; sourceTree = SOURCE_ROOT; };
-		42C8EE341472B60100E43619 /* libfreetype.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libfreetype.a; path = "../external-deps/freetype2/lib/macosx/libfreetype.a"; sourceTree = "<group>"; };
+		42C8EE341472B60100E43619 /* libfreetype.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libfreetype.a; path = "../external-deps/freetype2/lib/macos/libfreetype.a"; sourceTree = "<group>"; };
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-		42D277571472EFA700D867A4 /* libpcre.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libpcre.a; path = "../external-deps/pcre/lib/macosx/libpcre.a"; sourceTree = "<group>"; };
-		42D277581472EFA700D867A4 /* libpcrecpp.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libpcrecpp.a; path = "../external-deps/pcre/lib/macosx/libpcrecpp.a"; sourceTree = "<group>"; };
+		42D277571472EFA700D867A4 /* libpcre.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libpcre.a; path = "../external-deps/pcre/lib/macos/libpcre.a"; sourceTree = "<group>"; };
+		42D277581472EFA700D867A4 /* libpcrecpp.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libpcrecpp.a; path = "../external-deps/pcre/lib/macos/libpcrecpp.a"; sourceTree = "<group>"; };
 /* End PBXFileReference section */
 
 /* Begin PBXFrameworksBuildPhase section */
@@ -185,14 +185,8 @@
 		42475CDB147208A000610A6A = {
 			isa = PBXGroup;
 			children = (
-				42D277571472EFA700D867A4 /* libpcre.a */,
-				42D277581472EFA700D867A4 /* libpcrecpp.a */,
-				42C8EE3A1472DAAE00E43619 /* libbz2.dylib */,
-				42C8EE381472DAA300E43619 /* libz.dylib */,
-				42C8EE361472D7E700E43619 /* libxml2.dylib */,
-				42C8EE341472B60100E43619 /* libfreetype.a */,
-				42475D7B14720ECE00610A6A /* libdom.a */,
 				42475CE9147208A000610A6A /* gameplay-encoder */,
+				427D4F44147DC9080076760E /* Libraries */,
 				42475CE7147208A000610A6A /* Products */,
 			);
 			sourceTree = "<group>";
@@ -295,6 +289,20 @@
 			path = "gameplay-encoder";
 			sourceTree = "<group>";
 		};
+		427D4F44147DC9080076760E /* Libraries */ = {
+			isa = PBXGroup;
+			children = (
+				42D277571472EFA700D867A4 /* libpcre.a */,
+				42D277581472EFA700D867A4 /* libpcrecpp.a */,
+				42C8EE3A1472DAAE00E43619 /* libbz2.dylib */,
+				42C8EE381472DAA300E43619 /* libz.dylib */,
+				42C8EE361472D7E700E43619 /* libxml2.dylib */,
+				42C8EE341472B60100E43619 /* libfreetype.a */,
+				42475D7B14720ECE00610A6A /* libdom.a */,
+			);
+			name = Libraries;
+			sourceTree = "<group>";
+		};
 /* End PBXGroup section */
 
 /* Begin PBXNativeTarget section */
@@ -480,11 +488,10 @@
 				);
 				LIBRARY_SEARCH_PATHS = (
 					"$(inherited)",
-					"\"$(SRCROOT)/../external-deps/freetype2/lib/macosx\"",
-					"\"$(SRCROOT)/../external-deps/collada-dom/lib/macosx\"",
-					"\"$(SRCROOT)/../../../collada-dom/dom/external-libs/minizip/mac\"",
-					"\"$(SRCROOT)/../../../collada-dom/dom/external-libs/pcre/lib/mac\"",
-					"\"$(SRCROOT)/../external-deps/pcre/lib/macosx\"",
+					"\"$(SRCROOT)/../external-deps/freetype2/lib/macos\"",
+					"\"$(SRCROOT)/../external-deps/collada-dom/lib/macos\"",
+					"\"$(SRCROOT)/../external-deps/pcre/lib/macos\"",
+					"\"$(SRCROOT)/../../../Library/Developer/Xcode/DerivedData/gameplay-exiunaubxxjndaapmcqkaoeboiob/Build/Products/Debug\"",
 				);
 				MACH_O_TYPE = mh_execute;
 				PRODUCT_NAME = "$(TARGET_NAME)";
@@ -508,11 +515,10 @@
 				);
 				LIBRARY_SEARCH_PATHS = (
 					"$(inherited)",
-					"\"$(SRCROOT)/../external-deps/freetype2/lib/macosx\"",
-					"\"$(SRCROOT)/../external-deps/collada-dom/lib/macosx\"",
-					"\"$(SRCROOT)/../../../collada-dom/dom/external-libs/minizip/mac\"",
-					"\"$(SRCROOT)/../../../collada-dom/dom/external-libs/pcre/lib/mac\"",
-					"\"$(SRCROOT)/../external-deps/pcre/lib/macosx\"",
+					"\"$(SRCROOT)/../external-deps/freetype2/lib/macos\"",
+					"\"$(SRCROOT)/../external-deps/collada-dom/lib/macos\"",
+					"\"$(SRCROOT)/../external-deps/pcre/lib/macos\"",
+					"\"$(SRCROOT)/../../../Library/Developer/Xcode/DerivedData/gameplay-exiunaubxxjndaapmcqkaoeboiob/Build/Products/Debug\"",
 				);
 				MACH_O_TYPE = mh_execute;
 				PRODUCT_NAME = "$(TARGET_NAME)";

+ 1789 - 0
gameplay.doxyfile

@@ -0,0 +1,1789 @@
+# Doxyfile 1.7.5.1
+
+# This file describes the settings to be used by the documentation system
+# doxygen (www.doxygen.org) for a project
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+# All text after a hash (#) is considered a comment and will be ignored
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+#       TAG = value [value, ...]
+# For lists items can also be appended using:
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+# identify the project. Note that if you do not use Doxywizard you need 
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+PROJECT_NAME           = GamePlay
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+# The PROJECT_NUMBER tag can be used to enter a project or revision number. 
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+# if some version control system is used.
+
+PROJECT_NUMBER         = 1.1.0
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+# Using the PROJECT_BRIEF tag one can provide an optional one line description 
+# for a project that appears at the top of each page and should give viewer 
+# a quick idea about the purpose of the project. Keep the description short.
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+# With the PROJECT_LOGO tag one can specify an logo or icon that is 
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+PROJECT_LOGO           = 
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+# base path where the generated documentation will be put. 
+# If a relative path is entered, it will be relative to the location 
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+OUTPUT_DIRECTORY       = ./gameplay-api
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+OUTPUT_LANGUAGE        = English
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+BRIEF_MEMBER_DESC      = YES
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+# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C 
+# sources only. Doxygen will then generate output that is more tailored for C. 
+# For instance, some of the names that are used will be different. The list 
+# of all members will be omitted, etc.
+
+OPTIMIZE_OUTPUT_FOR_C  = NO
+
+# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java 
+# sources only. Doxygen will then generate output that is more tailored for 
+# Java. For instance, namespaces will be presented as packages, qualified 
+# scopes will look different, etc.
+
+OPTIMIZE_OUTPUT_JAVA   = NO
+
+# Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran 
+# sources only. Doxygen will then generate output that is more tailored for 
+# Fortran.
+
+OPTIMIZE_FOR_FORTRAN   = NO
+
+# Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL 
+# sources. Doxygen will then generate output that is tailored for 
+# VHDL.
+
+OPTIMIZE_OUTPUT_VHDL   = NO
+
+# Doxygen selects the parser to use depending on the extension of the files it 
+# parses. With this tag you can assign which parser to use for a given extension. 
+# Doxygen has a built-in mapping, but you can override or extend it using this 
+# tag. The format is ext=language, where ext is a file extension, and language 
+# is one of the parsers supported by doxygen: IDL, Java, Javascript, CSharp, C, 
+# C++, D, PHP, Objective-C, Python, Fortran, VHDL, C, C++. For instance to make 
+# doxygen treat .inc files as Fortran files (default is PHP), and .f files as C 
+# (default is Fortran), use: inc=Fortran f=C. Note that for custom extensions 
+# you also need to set FILE_PATTERNS otherwise the files are not read by doxygen.
+
+EXTENSION_MAPPING      = 
+
+# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want 
+# to include (a tag file for) the STL sources as input, then you should 
+# set this tag to YES in order to let doxygen match functions declarations and 
+# definitions whose arguments contain STL classes (e.g. func(std::string); v.s. 
+# func(std::string) {}). This also makes the inheritance and collaboration 
+# diagrams that involve STL classes more complete and accurate.
+
+BUILTIN_STL_SUPPORT    = NO
+
+# If you use Microsoft's C++/CLI language, you should set this option to YES to 
+# enable parsing support.
+
+CPP_CLI_SUPPORT        = NO
+
+# Set the SIP_SUPPORT tag to YES if your project consists of sip sources only. 
+# Doxygen will parse them like normal C++ but will assume all classes use public 
+# instead of private inheritance when no explicit protection keyword is present.
+
+SIP_SUPPORT            = NO
+
+# For Microsoft's IDL there are propget and propput attributes to indicate getter 
+# and setter methods for a property. Setting this option to YES (the default) 
+# will make doxygen replace the get and set methods by a property in the 
+# documentation. This will only work if the methods are indeed getting or 
+# setting a simple type. If this is not the case, or you want to show the 
+# methods anyway, you should set this option to NO.
+
+IDL_PROPERTY_SUPPORT   = YES
+
+# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC 
+# tag is set to YES, then doxygen will reuse the documentation of the first 
+# member in the group (if any) for the other members of the group. By default 
+# all members of a group must be documented explicitly.
+
+DISTRIBUTE_GROUP_DOC   = NO
+
+# Set the SUBGROUPING tag to YES (the default) to allow class member groups of 
+# the same type (for instance a group of public functions) to be put as a 
+# subgroup of that type (e.g. under the Public Functions section). Set it to 
+# NO to prevent subgrouping. Alternatively, this can be done per class using 
+# the \nosubgrouping command.
+
+SUBGROUPING            = YES
+
+# When the INLINE_GROUPED_CLASSES tag is set to YES, classes, structs and 
+# unions are shown inside the group in which they are included (e.g. using 
+# @ingroup) instead of on a separate page (for HTML and Man pages) or 
+# section (for LaTeX and RTF).
+
+INLINE_GROUPED_CLASSES = NO
+
+# When the INLINE_SIMPLE_STRUCTS tag is set to YES, structs, classes, and 
+# unions with only public data fields will be shown inline in the documentation 
+# of the scope in which they are defined (i.e. file, namespace, or group 
+# documentation), provided this scope is documented. If set to NO (the default), 
+# structs, classes, and unions are shown on a separate page (for HTML and Man 
+# pages) or section (for LaTeX and RTF).
+
+INLINE_SIMPLE_STRUCTS  = NO
+
+# When TYPEDEF_HIDES_STRUCT is enabled, a typedef of a struct, union, or enum 
+# is documented as struct, union, or enum with the name of the typedef. So 
+# typedef struct TypeS {} TypeT, will appear in the documentation as a struct 
+# with name TypeT. When disabled the typedef will appear as a member of a file, 
+# namespace, or class. And the struct will be named TypeS. This can typically 
+# be useful for C code in case the coding convention dictates that all compound 
+# types are typedef'ed and only the typedef is referenced, never the tag name.
+
+TYPEDEF_HIDES_STRUCT   = NO
+
+# The SYMBOL_CACHE_SIZE determines the size of the internal cache use to 
+# determine which symbols to keep in memory and which to flush to disk. 
+# When the cache is full, less often used symbols will be written to disk. 
+# For small to medium size projects (<1000 input files) the default value is 
+# probably good enough. For larger projects a too small cache size can cause 
+# doxygen to be busy swapping symbols to and from disk most of the time 
+# causing a significant performance penalty. 
+# If the system has enough physical memory increasing the cache will improve the 
+# performance by keeping more symbols in memory. Note that the value works on 
+# a logarithmic scale so increasing the size by one will roughly double the 
+# memory usage. The cache size is given by this formula: 
+# 2^(16+SYMBOL_CACHE_SIZE). The valid range is 0..9, the default is 0, 
+# corresponding to a cache size of 2^16 = 65536 symbols
+
+SYMBOL_CACHE_SIZE      = 0
+
+#---------------------------------------------------------------------------
+# Build related configuration options
+#---------------------------------------------------------------------------
+
+# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in 
+# documentation are documented, even if no documentation was available. 
+# Private class members and static file members will be hidden unless 
+# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES
+
+EXTRACT_ALL            = NO
+
+# If the EXTRACT_PRIVATE tag is set to YES all private members of a class 
+# will be included in the documentation.
+
+EXTRACT_PRIVATE        = NO
+
+# If the EXTRACT_STATIC tag is set to YES all static members of a file 
+# will be included in the documentation.
+
+EXTRACT_STATIC         = NO
+
+# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) 
+# defined locally in source files will be included in the documentation. 
+# If set to NO only classes defined in header files are included.
+
+EXTRACT_LOCAL_CLASSES  = YES
+
+# This flag is only useful for Objective-C code. When set to YES local 
+# methods, which are defined in the implementation section but not in 
+# the interface are included in the documentation. 
+# If set to NO (the default) only methods in the interface are included.
+
+EXTRACT_LOCAL_METHODS  = NO
+
+# If this flag is set to YES, the members of anonymous namespaces will be 
+# extracted and appear in the documentation as a namespace called 
+# 'anonymous_namespace{file}', where file will be replaced with the base 
+# name of the file that contains the anonymous namespace. By default 
+# anonymous namespaces are hidden.
+
+EXTRACT_ANON_NSPACES   = NO
+
+# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all 
+# undocumented members of documented classes, files or namespaces. 
+# If set to NO (the default) these members will be included in the 
+# various overviews, but no documentation section is generated. 
+# This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_MEMBERS     = NO
+
+# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all 
+# undocumented classes that are normally visible in the class hierarchy. 
+# If set to NO (the default) these classes will be included in the various 
+# overviews. This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_CLASSES     = NO
+
+# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all 
+# friend (class|struct|union) declarations. 
+# If set to NO (the default) these declarations will be included in the 
+# documentation.
+
+HIDE_FRIEND_COMPOUNDS  = NO
+
+# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any 
+# documentation blocks found inside the body of a function. 
+# If set to NO (the default) these blocks will be appended to the 
+# function's detailed documentation block.
+
+HIDE_IN_BODY_DOCS      = NO
+
+# The INTERNAL_DOCS tag determines if documentation 
+# that is typed after a \internal command is included. If the tag is set 
+# to NO (the default) then the documentation will be excluded. 
+# Set it to YES to include the internal documentation.
+
+INTERNAL_DOCS          = NO
+
+# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate 
+# file names in lower-case letters. If set to YES upper-case letters are also 
+# allowed. This is useful if you have classes or files whose names only differ 
+# in case and if your file system supports case sensitive file names. Windows 
+# and Mac users are advised to set this option to NO.
+
+CASE_SENSE_NAMES       = NO
+
+# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen 
+# will show members with their full class and namespace scopes in the 
+# documentation. If set to YES the scope will be hidden.
+
+HIDE_SCOPE_NAMES       = NO
+
+# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen 
+# will put a list of the files that are included by a file in the documentation 
+# of that file.
+
+SHOW_INCLUDE_FILES     = YES
+
+# If the FORCE_LOCAL_INCLUDES tag is set to YES then Doxygen 
+# will list include files with double quotes in the documentation 
+# rather than with sharp brackets.
+
+FORCE_LOCAL_INCLUDES   = NO
+
+# If the INLINE_INFO tag is set to YES (the default) then a tag [inline] 
+# is inserted in the documentation for inline members.
+
+INLINE_INFO            = YES
+
+# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen 
+# will sort the (detailed) documentation of file and class members 
+# alphabetically by member name. If set to NO the members will appear in 
+# declaration order.
+
+SORT_MEMBER_DOCS       = YES
+
+# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the 
+# brief documentation of file, namespace and class members alphabetically 
+# by member name. If set to NO (the default) the members will appear in 
+# declaration order.
+
+SORT_BRIEF_DOCS        = NO
+
+# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen 
+# will sort the (brief and detailed) documentation of class members so that 
+# constructors and destructors are listed first. If set to NO (the default) 
+# the constructors will appear in the respective orders defined by 
+# SORT_MEMBER_DOCS and SORT_BRIEF_DOCS. 
+# This tag will be ignored for brief docs if SORT_BRIEF_DOCS is set to NO 
+# and ignored for detailed docs if SORT_MEMBER_DOCS is set to NO.
+
+SORT_MEMBERS_CTORS_1ST = NO
+
+# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the 
+# hierarchy of group names into alphabetical order. If set to NO (the default) 
+# the group names will appear in their defined order.
+
+SORT_GROUP_NAMES       = NO
+
+# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be 
+# sorted by fully-qualified names, including namespaces. If set to 
+# NO (the default), the class list will be sorted only by class name, 
+# not including the namespace part. 
+# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. 
+# Note: This option applies only to the class list, not to the 
+# alphabetical list.
+
+SORT_BY_SCOPE_NAME     = NO
+
+# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to 
+# do proper type resolution of all parameters of a function it will reject a 
+# match between the prototype and the implementation of a member function even 
+# if there is only one candidate or it is obvious which candidate to choose 
+# by doing a simple string match. By disabling STRICT_PROTO_MATCHING doxygen 
+# will still accept a match between prototype and implementation in such cases.
+
+STRICT_PROTO_MATCHING  = NO
+
+# The GENERATE_TODOLIST tag can be used to enable (YES) or 
+# disable (NO) the todo list. This list is created by putting \todo 
+# commands in the documentation.
+
+GENERATE_TODOLIST      = YES
+
+# The GENERATE_TESTLIST tag can be used to enable (YES) or 
+# disable (NO) the test list. This list is created by putting \test 
+# commands in the documentation.
+
+GENERATE_TESTLIST      = YES
+
+# The GENERATE_BUGLIST tag can be used to enable (YES) or 
+# disable (NO) the bug list. This list is created by putting \bug 
+# commands in the documentation.
+
+GENERATE_BUGLIST       = YES
+
+# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or 
+# disable (NO) the deprecated list. This list is created by putting 
+# \deprecated commands in the documentation.
+
+GENERATE_DEPRECATEDLIST= YES
+
+# The ENABLED_SECTIONS tag can be used to enable conditional 
+# documentation sections, marked by \if sectionname ... \endif.
+
+ENABLED_SECTIONS       = 
+
+# The MAX_INITIALIZER_LINES tag determines the maximum number of lines 
+# the initial value of a variable or macro consists of for it to appear in 
+# the documentation. If the initializer consists of more lines than specified 
+# here it will be hidden. Use a value of 0 to hide initializers completely. 
+# The appearance of the initializer of individual variables and macros in the 
+# documentation can be controlled using \showinitializer or \hideinitializer 
+# command in the documentation regardless of this setting.
+
+MAX_INITIALIZER_LINES  = 30
+
+# Set the SHOW_USED_FILES tag to NO to disable the list of files generated 
+# at the bottom of the documentation of classes and structs. If set to YES the 
+# list will mention the files that were used to generate the documentation.
+
+SHOW_USED_FILES        = YES
+
+# If the sources in your project are distributed over multiple directories 
+# then setting the SHOW_DIRECTORIES tag to YES will show the directory hierarchy 
+# in the documentation. The default is NO.
+
+SHOW_DIRECTORIES       = NO
+
+# Set the SHOW_FILES tag to NO to disable the generation of the Files page. 
+# This will remove the Files entry from the Quick Index and from the 
+# Folder Tree View (if specified). The default is YES.
+
+SHOW_FILES             = YES
+
+# Set the SHOW_NAMESPACES tag to NO to disable the generation of the 
+# Namespaces page.  This will remove the Namespaces entry from the Quick Index 
+# and from the Folder Tree View (if specified). The default is YES.
+
+SHOW_NAMESPACES        = YES
+
+# The FILE_VERSION_FILTER tag can be used to specify a program or script that 
+# doxygen should invoke to get the current version for each file (typically from 
+# the version control system). Doxygen will invoke the program by executing (via 
+# popen()) the command <command> <input-file>, where <command> is the value of 
+# the FILE_VERSION_FILTER tag, and <input-file> is the name of an input file 
+# provided by doxygen. Whatever the program writes to standard output 
+# is used as the file version. See the manual for examples.
+
+FILE_VERSION_FILTER    = 
+
+# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed 
+# by doxygen. The layout file controls the global structure of the generated 
+# output files in an output format independent way. The create the layout file 
+# that represents doxygen's defaults, run doxygen with the -l option. 
+# You can optionally specify a file name after the option, if omitted 
+# DoxygenLayout.xml will be used as the name of the layout file.
+
+LAYOUT_FILE            = 
+
+# The CITE_BIB_FILES tag can be used to specify one or more bib files 
+# containing the references data. This must be a list of .bib files. The 
+# .bib extension is automatically appended if omitted. Using this command 
+# requires the bibtex tool to be installed. See also 
+# http://en.wikipedia.org/wiki/BibTeX for more info. For LaTeX the style 
+# of the bibliography can be controlled using LATEX_BIB_STYLE.
+
+CITE_BIB_FILES         = 
+
+#---------------------------------------------------------------------------
+# configuration options related to warning and progress messages
+#---------------------------------------------------------------------------
+
+# The QUIET tag can be used to turn on/off the messages that are generated 
+# by doxygen. Possible values are YES and NO. If left blank NO is used.
+
+QUIET                  = NO
+
+# The WARNINGS tag can be used to turn on/off the warning messages that are 
+# generated by doxygen. Possible values are YES and NO. If left blank 
+# NO is used.
+
+WARNINGS               = YES
+
+# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings 
+# for undocumented members. If EXTRACT_ALL is set to YES then this flag will 
+# automatically be disabled.
+
+WARN_IF_UNDOCUMENTED   = YES
+
+# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for 
+# potential errors in the documentation, such as not documenting some 
+# parameters in a documented function, or documenting parameters that 
+# don't exist or using markup commands wrongly.
+
+WARN_IF_DOC_ERROR      = YES
+
+# The WARN_NO_PARAMDOC option can be enabled to get warnings for 
+# functions that are documented, but have no documentation for their parameters 
+# or return value. If set to NO (the default) doxygen will only warn about 
+# wrong or incomplete parameter documentation, but not about the absence of 
+# documentation.
+
+WARN_NO_PARAMDOC       = NO
+
+# The WARN_FORMAT tag determines the format of the warning messages that 
+# doxygen can produce. The string should contain the $file, $line, and $text 
+# tags, which will be replaced by the file and line number from which the 
+# warning originated and the warning text. Optionally the format may contain 
+# $version, which will be replaced by the version of the file (if it could 
+# be obtained via FILE_VERSION_FILTER)
+
+WARN_FORMAT            = "$file:$line: $text"
+
+# The WARN_LOGFILE tag can be used to specify a file to which warning 
+# and error messages should be written. If left blank the output is written 
+# to stderr.
+
+WARN_LOGFILE           = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the input files
+#---------------------------------------------------------------------------
+
+# The INPUT tag can be used to specify the files and/or directories that contain 
+# documented source files. You may enter file names like "myfile.cpp" or 
+# directories like "/usr/src/myproject". Separate the files or directories 
+# with spaces.
+
+INPUT                  = ./gameplay/src
+
+# This tag can be used to specify the character encoding of the source files 
+# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is 
+# also the default input encoding. Doxygen uses libiconv (or the iconv built 
+# into libc) for the transcoding. See http://www.gnu.org/software/libiconv for 
+# the list of possible encodings.
+
+INPUT_ENCODING         = UTF-8
+
+# If the value of the INPUT tag contains directories, you can use the 
+# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp 
+# and *.h) to filter out the source-files in the directories. If left 
+# blank the following patterns are tested: 
+# *.c *.cc *.cxx *.cpp *.c++ *.d *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh 
+# *.hxx *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.dox *.py 
+# *.f90 *.f *.for *.vhd *.vhdl
+
+FILE_PATTERNS          = *.c \
+                         *.cc \
+                         *.cxx \
+                         *.cpp \
+                         *.c++ \
+                         *.d \
+                         *.java \
+                         *.ii \
+                         *.ixx \
+                         *.ipp \
+                         *.i++ \
+                         *.inl \
+                         *.h \
+                         *.hh \
+                         *.hxx \
+                         *.hpp \
+                         *.h++ \
+                         *.idl \
+                         *.odl \
+                         *.cs \
+                         *.php \
+                         *.php3 \
+                         *.inc \
+                         *.m \
+                         *.mm \
+                         *.dox \
+                         *.py \
+                         *.f90 \
+                         *.f \
+                         *.for \
+                         *.vhd \
+                         *.vhdl
+
+# The RECURSIVE tag can be used to turn specify whether or not subdirectories 
+# should be searched for input files as well. Possible values are YES and NO. 
+# If left blank NO is used.
+
+RECURSIVE              = NO
+
+# The EXCLUDE tag can be used to specify files and/or directories that should 
+# excluded from the INPUT source files. This way you can easily exclude a 
+# subdirectory from a directory tree whose root is specified with the INPUT tag. 
+# Note that relative paths are relative to directory from which doxygen is run.
+
+EXCLUDE                = 
+
+# The EXCLUDE_SYMLINKS tag can be used select whether or not files or 
+# directories that are symbolic links (a Unix file system feature) are excluded 
+# from the input.
+
+EXCLUDE_SYMLINKS       = NO
+
+# If the value of the INPUT tag contains directories, you can use the 
+# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude 
+# certain files from those directories. Note that the wildcards are matched 
+# against the file with absolute path, so to exclude all test directories 
+# for example use the pattern */test/*
+
+EXCLUDE_PATTERNS       = 
+
+# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names 
+# (namespaces, classes, functions, etc.) that should be excluded from the 
+# output. The symbol name can be a fully qualified name, a word, or if the 
+# wildcard * is used, a substring. Examples: ANamespace, AClass, 
+# AClass::ANamespace, ANamespace::*Test
+
+EXCLUDE_SYMBOLS        = 
+
+# The EXAMPLE_PATH tag can be used to specify one or more files or 
+# directories that contain example code fragments that are included (see 
+# the \include command).
+
+EXAMPLE_PATH           = 
+
+# If the value of the EXAMPLE_PATH tag contains directories, you can use the 
+# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp 
+# and *.h) to filter out the source-files in the directories. If left 
+# blank all files are included.
+
+EXAMPLE_PATTERNS       = *
+
+# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be 
+# searched for input files to be used with the \include or \dontinclude 
+# commands irrespective of the value of the RECURSIVE tag. 
+# Possible values are YES and NO. If left blank NO is used.
+
+EXAMPLE_RECURSIVE      = NO
+
+# The IMAGE_PATH tag can be used to specify one or more files or 
+# directories that contain image that are included in the documentation (see 
+# the \image command).
+
+IMAGE_PATH             = 
+
+# The INPUT_FILTER tag can be used to specify a program that doxygen should 
+# invoke to filter for each input file. Doxygen will invoke the filter program 
+# by executing (via popen()) the command <filter> <input-file>, where <filter> 
+# is the value of the INPUT_FILTER tag, and <input-file> is the name of an 
+# input file. Doxygen will then use the output that the filter program writes 
+# to standard output.  If FILTER_PATTERNS is specified, this tag will be 
+# ignored.
+
+INPUT_FILTER           = 
+
+# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern 
+# basis.  Doxygen will compare the file name with each pattern and apply the 
+# filter if there is a match.  The filters are a list of the form: 
+# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further 
+# info on how filters are used. If FILTER_PATTERNS is empty or if 
+# non of the patterns match the file name, INPUT_FILTER is applied.
+
+FILTER_PATTERNS        = 
+
+# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using 
+# INPUT_FILTER) will be used to filter the input files when producing source 
+# files to browse (i.e. when SOURCE_BROWSER is set to YES).
+
+FILTER_SOURCE_FILES    = NO
+
+# The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file 
+# pattern. A pattern will override the setting for FILTER_PATTERN (if any) 
+# and it is also possible to disable source filtering for a specific pattern 
+# using *.ext= (so without naming a filter). This option only has effect when 
+# FILTER_SOURCE_FILES is enabled.
+
+FILTER_SOURCE_PATTERNS = 
+
+#---------------------------------------------------------------------------
+# configuration options related to source browsing
+#---------------------------------------------------------------------------
+
+# If the SOURCE_BROWSER tag is set to YES then a list of source files will 
+# be generated. Documented entities will be cross-referenced with these sources. 
+# Note: To get rid of all source code in the generated output, make sure also 
+# VERBATIM_HEADERS is set to NO.
+
+SOURCE_BROWSER         = NO
+
+# Setting the INLINE_SOURCES tag to YES will include the body 
+# of functions and classes directly in the documentation.
+
+INLINE_SOURCES         = NO
+
+# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct 
+# doxygen to hide any special comment blocks from generated source code 
+# fragments. Normal C and C++ comments will always remain visible.
+
+STRIP_CODE_COMMENTS    = YES
+
+# If the REFERENCED_BY_RELATION tag is set to YES 
+# then for each documented function all documented 
+# functions referencing it will be listed.
+
+REFERENCED_BY_RELATION = NO
+
+# If the REFERENCES_RELATION tag is set to YES 
+# then for each documented function all documented entities 
+# called/used by that function will be listed.
+
+REFERENCES_RELATION    = NO
+
+# If the REFERENCES_LINK_SOURCE tag is set to YES (the default) 
+# and SOURCE_BROWSER tag is set to YES, then the hyperlinks from 
+# functions in REFERENCES_RELATION and REFERENCED_BY_RELATION lists will 
+# link to the source code.  Otherwise they will link to the documentation.
+
+REFERENCES_LINK_SOURCE = YES
+
+# If the USE_HTAGS tag is set to YES then the references to source code 
+# will point to the HTML generated by the htags(1) tool instead of doxygen 
+# built-in source browser. The htags tool is part of GNU's global source 
+# tagging system (see http://www.gnu.org/software/global/global.html). You 
+# will need version 4.8.6 or higher.
+
+USE_HTAGS              = NO
+
+# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen 
+# will generate a verbatim copy of the header file for each class for 
+# which an include is specified. Set to NO to disable this.
+
+VERBATIM_HEADERS       = YES
+
+#---------------------------------------------------------------------------
+# configuration options related to the alphabetical class index
+#---------------------------------------------------------------------------
+
+# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index 
+# of all compounds will be generated. Enable this if the project 
+# contains a lot of classes, structs, unions or interfaces.
+
+ALPHABETICAL_INDEX     = YES
+
+# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then 
+# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns 
+# in which this list will be split (can be a number in the range [1..20])
+
+COLS_IN_ALPHA_INDEX    = 5
+
+# In case all classes in a project start with a common prefix, all 
+# classes will be put under the same header in the alphabetical index. 
+# The IGNORE_PREFIX tag can be used to specify one or more prefixes that 
+# should be ignored while generating the index headers.
+
+IGNORE_PREFIX          = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the HTML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_HTML tag is set to YES (the default) Doxygen will 
+# generate HTML output.
+
+GENERATE_HTML          = YES
+
+# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `html' will be used as the default path.
+
+HTML_OUTPUT            = html
+
+# The HTML_FILE_EXTENSION tag can be used to specify the file extension for 
+# each generated HTML page (for example: .htm,.php,.asp). If it is left blank 
+# doxygen will generate files with .html extension.
+
+HTML_FILE_EXTENSION    = .html
+
+# The HTML_HEADER tag can be used to specify a personal HTML header for 
+# each generated HTML page. If it is left blank doxygen will generate a 
+# standard header. Note that when using a custom header you are responsible  
+# for the proper inclusion of any scripts and style sheets that doxygen 
+# needs, which is dependent on the configuration options used. 
+# It is adviced to generate a default header using "doxygen -w html 
+# header.html footer.html stylesheet.css YourConfigFile" and then modify 
+# that header. Note that the header is subject to change so you typically 
+# have to redo this when upgrading to a newer version of doxygen or when 
+# changing the value of configuration settings such as GENERATE_TREEVIEW!
+
+HTML_HEADER            = 
+
+# The HTML_FOOTER tag can be used to specify a personal HTML footer for 
+# each generated HTML page. If it is left blank doxygen will generate a 
+# standard footer.
+
+HTML_FOOTER            = 
+
+# The HTML_STYLESHEET tag can be used to specify a user-defined cascading 
+# style sheet that is used by each HTML page. It can be used to 
+# fine-tune the look of the HTML output. If the tag is left blank doxygen 
+# will generate a default style sheet. Note that doxygen will try to copy 
+# the style sheet file to the HTML output directory, so don't put your own 
+# stylesheet in the HTML output directory as well, or it will be erased!
+
+HTML_STYLESHEET        = 
+
+# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or 
+# other source files which should be copied to the HTML output directory. Note 
+# that these files will be copied to the base HTML output directory. Use the 
+# $relpath$ marker in the HTML_HEADER and/or HTML_FOOTER files to load these 
+# files. In the HTML_STYLESHEET file, use the file name only. Also note that 
+# the files will be copied as-is; there are no commands or markers available.
+
+HTML_EXTRA_FILES       = 
+
+# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. 
+# Doxygen will adjust the colors in the stylesheet and background images 
+# according to this color. Hue is specified as an angle on a colorwheel, 
+# see http://en.wikipedia.org/wiki/Hue for more information. 
+# For instance the value 0 represents red, 60 is yellow, 120 is green, 
+# 180 is cyan, 240 is blue, 300 purple, and 360 is red again. 
+# The allowed range is 0 to 359.
+
+HTML_COLORSTYLE_HUE    = 220
+
+# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of 
+# the colors in the HTML output. For a value of 0 the output will use 
+# grayscales only. A value of 255 will produce the most vivid colors.
+
+HTML_COLORSTYLE_SAT    = 100
+
+# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to 
+# the luminance component of the colors in the HTML output. Values below 
+# 100 gradually make the output lighter, whereas values above 100 make 
+# the output darker. The value divided by 100 is the actual gamma applied, 
+# so 80 represents a gamma of 0.8, The value 220 represents a gamma of 2.2, 
+# and 100 does not change the gamma.
+
+HTML_COLORSTYLE_GAMMA  = 80
+
+# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML 
+# page will contain the date and time when the page was generated. Setting 
+# this to NO can help when comparing the output of multiple runs.
+
+HTML_TIMESTAMP         = YES
+
+# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes, 
+# files or namespaces will be aligned in HTML using tables. If set to 
+# NO a bullet list will be used.
+
+HTML_ALIGN_MEMBERS     = YES
+
+# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML 
+# documentation will contain sections that can be hidden and shown after the 
+# page has loaded. For this to work a browser that supports 
+# JavaScript and DHTML is required (for instance Mozilla 1.0+, Firefox 
+# Netscape 6.0+, Internet explorer 5.0+, Konqueror, or Safari).
+
+HTML_DYNAMIC_SECTIONS  = NO
+
+# If the GENERATE_DOCSET tag is set to YES, additional index files 
+# will be generated that can be used as input for Apple's Xcode 3 
+# integrated development environment, introduced with OSX 10.5 (Leopard). 
+# To create a documentation set, doxygen will generate a Makefile in the 
+# HTML output directory. Running make will produce the docset in that 
+# directory and running "make install" will install the docset in 
+# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find 
+# it at startup. 
+# See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html 
+# for more information.
+
+GENERATE_DOCSET        = NO
+
+# When GENERATE_DOCSET tag is set to YES, this tag determines the name of the 
+# feed. A documentation feed provides an umbrella under which multiple 
+# documentation sets from a single provider (such as a company or product suite) 
+# can be grouped.
+
+DOCSET_FEEDNAME        = "Doxygen generated docs"
+
+# When GENERATE_DOCSET tag is set to YES, this tag specifies a string that 
+# should uniquely identify the documentation set bundle. This should be a 
+# reverse domain-name style string, e.g. com.mycompany.MyDocSet. Doxygen 
+# will append .docset to the name.
+
+DOCSET_BUNDLE_ID       = org.doxygen.Project
+
+# When GENERATE_PUBLISHER_ID tag specifies a string that should uniquely identify 
+# the documentation publisher. This should be a reverse domain-name style 
+# string, e.g. com.mycompany.MyDocSet.documentation.
+
+DOCSET_PUBLISHER_ID    = org.doxygen.Publisher
+
+# The GENERATE_PUBLISHER_NAME tag identifies the documentation publisher.
+
+DOCSET_PUBLISHER_NAME  = Publisher
+
+# If the GENERATE_HTMLHELP tag is set to YES, additional index files 
+# will be generated that can be used as input for tools like the 
+# Microsoft HTML help workshop to generate a compiled HTML help file (.chm) 
+# of the generated HTML documentation.
+
+GENERATE_HTMLHELP      = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can 
+# be used to specify the file name of the resulting .chm file. You 
+# can add a path in front of the file if the result should not be 
+# written to the html output directory.
+
+CHM_FILE               = 
+
+# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can 
+# be used to specify the location (absolute path including file name) of 
+# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run 
+# the HTML help compiler on the generated index.hhp.
+
+HHC_LOCATION           = 
+
+# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag 
+# controls if a separate .chi index file is generated (YES) or that 
+# it should be included in the master .chm file (NO).
+
+GENERATE_CHI           = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_INDEX_ENCODING 
+# is used to encode HtmlHelp index (hhk), content (hhc) and project file 
+# content.
+
+CHM_INDEX_ENCODING     = 
+
+# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag 
+# controls whether a binary table of contents is generated (YES) or a 
+# normal table of contents (NO) in the .chm file.
+
+BINARY_TOC             = NO
+
+# The TOC_EXPAND flag can be set to YES to add extra items for group members 
+# to the contents of the HTML help documentation and to the tree view.
+
+TOC_EXPAND             = NO
+
+# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and 
+# QHP_VIRTUAL_FOLDER are set, an additional index file will be generated 
+# that can be used as input for Qt's qhelpgenerator to generate a 
+# Qt Compressed Help (.qch) of the generated HTML documentation.
+
+GENERATE_QHP           = NO
+
+# If the QHG_LOCATION tag is specified, the QCH_FILE tag can 
+# be used to specify the file name of the resulting .qch file. 
+# The path specified is relative to the HTML output folder.
+
+QCH_FILE               = 
+
+# The QHP_NAMESPACE tag specifies the namespace to use when generating 
+# Qt Help Project output. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#namespace
+
+QHP_NAMESPACE          = org.doxygen.Project
+
+# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating 
+# Qt Help Project output. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#virtual-folders
+
+QHP_VIRTUAL_FOLDER     = doc
+
+# If QHP_CUST_FILTER_NAME is set, it specifies the name of a custom filter to 
+# add. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#custom-filters
+
+QHP_CUST_FILTER_NAME   = 
+
+# The QHP_CUST_FILT_ATTRS tag specifies the list of the attributes of the 
+# custom filter to add. For more information please see 
+# <a href="http://doc.trolltech.com/qthelpproject.html#custom-filters"> 
+# Qt Help Project / Custom Filters</a>.
+
+QHP_CUST_FILTER_ATTRS  = 
+
+# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this 
+# project's 
+# filter section matches. 
+# <a href="http://doc.trolltech.com/qthelpproject.html#filter-attributes"> 
+# Qt Help Project / Filter Attributes</a>.
+
+QHP_SECT_FILTER_ATTRS  = 
+
+# If the GENERATE_QHP tag is set to YES, the QHG_LOCATION tag can 
+# be used to specify the location of Qt's qhelpgenerator. 
+# If non-empty doxygen will try to run qhelpgenerator on the generated 
+# .qhp file.
+
+QHG_LOCATION           = 
+
+# If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files  
+# will be generated, which together with the HTML files, form an Eclipse help 
+# plugin. To install this plugin and make it available under the help contents 
+# menu in Eclipse, the contents of the directory containing the HTML and XML 
+# files needs to be copied into the plugins directory of eclipse. The name of 
+# the directory within the plugins directory should be the same as 
+# the ECLIPSE_DOC_ID value. After copying Eclipse needs to be restarted before 
+# the help appears.
+
+GENERATE_ECLIPSEHELP   = NO
+
+# A unique identifier for the eclipse help plugin. When installing the plugin 
+# the directory name containing the HTML and XML files should also have 
+# this name.
+
+ECLIPSE_DOC_ID         = org.doxygen.Project
+
+# The DISABLE_INDEX tag can be used to turn on/off the condensed index at 
+# top of each HTML page. The value NO (the default) enables the index and 
+# the value YES disables it.
+
+DISABLE_INDEX          = NO
+
+# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values 
+# (range [0,1..20]) that doxygen will group on one line in the generated HTML 
+# documentation. Note that a value of 0 will completely suppress the enum 
+# values from appearing in the overview section.
+
+ENUM_VALUES_PER_LINE   = 4
+
+# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index 
+# structure should be generated to display hierarchical information. 
+# If the tag value is set to YES, a side panel will be generated 
+# containing a tree-like index structure (just like the one that 
+# is generated for HTML Help). For this to work a browser that supports 
+# JavaScript, DHTML, CSS and frames is required (i.e. any modern browser). 
+# Windows users are probably better off using the HTML help feature.
+
+GENERATE_TREEVIEW      = YES
+
+# By enabling USE_INLINE_TREES, doxygen will generate the Groups, Directories, 
+# and Class Hierarchy pages using a tree view instead of an ordered list.
+
+USE_INLINE_TREES       = NO
+
+# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be 
+# used to set the initial width (in pixels) of the frame in which the tree 
+# is shown.
+
+TREEVIEW_WIDTH         = 250
+
+# When the EXT_LINKS_IN_WINDOW option is set to YES doxygen will open 
+# links to external symbols imported via tag files in a separate window.
+
+EXT_LINKS_IN_WINDOW    = NO
+
+# Use this tag to change the font size of Latex formulas included 
+# as images in the HTML documentation. The default is 10. Note that 
+# when you change the font size after a successful doxygen run you need 
+# to manually remove any form_*.png images from the HTML output directory 
+# to force them to be regenerated.
+
+FORMULA_FONTSIZE       = 10
+
+# Use the FORMULA_TRANPARENT tag to determine whether or not the images 
+# generated for formulas are transparent PNGs. Transparent PNGs are 
+# not supported properly for IE 6.0, but are supported on all modern browsers. 
+# Note that when changing this option you need to delete any form_*.png files 
+# in the HTML output before the changes have effect.
+
+FORMULA_TRANSPARENT    = YES
+
+# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax 
+# (see http://www.mathjax.org) which uses client side Javascript for the 
+# rendering instead of using prerendered bitmaps. Use this if you do not 
+# have LaTeX installed or if you want to formulas look prettier in the HTML 
+# output. When enabled you also need to install MathJax separately and 
+# configure the path to it using the MATHJAX_RELPATH option.
+
+USE_MATHJAX            = NO
+
+# When MathJax is enabled you need to specify the location relative to the 
+# HTML output directory using the MATHJAX_RELPATH option. The destination 
+# directory should contain the MathJax.js script. For instance, if the mathjax 
+# directory is located at the same level as the HTML output directory, then 
+# MATHJAX_RELPATH should be ../mathjax. The default value points to the 
+# mathjax.org site, so you can quickly see the result without installing 
+# MathJax, but it is strongly recommended to install a local copy of MathJax 
+# before deployment.
+
+MATHJAX_RELPATH        = http://www.mathjax.org/mathjax
+
+# The MATHJAX_EXTENSIONS tag can be used to specify one or MathJax extension 
+# names that should be enabled during MathJax rendering.
+
+MATHJAX_EXTENSIONS     = 
+
+# When the SEARCHENGINE tag is enabled doxygen will generate a search box 
+# for the HTML output. The underlying search engine uses javascript 
+# and DHTML and should work on any modern browser. Note that when using 
+# HTML help (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets 
+# (GENERATE_DOCSET) there is already a search function so this one should 
+# typically be disabled. For large projects the javascript based search engine 
+# can be slow, then enabling SERVER_BASED_SEARCH may provide a better solution.
+
+SEARCHENGINE           = YES
+
+# When the SERVER_BASED_SEARCH tag is enabled the search engine will be 
+# implemented using a PHP enabled web server instead of at the web client 
+# using Javascript. Doxygen will generate the search PHP script and index 
+# file to put on the web server. The advantage of the server 
+# based approach is that it scales better to large projects and allows 
+# full text search. The disadvantages are that it is more difficult to setup 
+# and does not have live searching capabilities.
+
+SERVER_BASED_SEARCH    = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the LaTeX output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will 
+# generate Latex output.
+
+GENERATE_LATEX         = NO
+
+# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `latex' will be used as the default path.
+
+LATEX_OUTPUT           = latex
+
+# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be 
+# invoked. If left blank `latex' will be used as the default command name. 
+# Note that when enabling USE_PDFLATEX this option is only used for 
+# generating bitmaps for formulas in the HTML output, but not in the 
+# Makefile that is written to the output directory.
+
+LATEX_CMD_NAME         = latex
+
+# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to 
+# generate index for LaTeX. If left blank `makeindex' will be used as the 
+# default command name.
+
+MAKEINDEX_CMD_NAME     = makeindex
+
+# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact 
+# LaTeX documents. This may be useful for small projects and may help to 
+# save some trees in general.
+
+COMPACT_LATEX          = NO
+
+# The PAPER_TYPE tag can be used to set the paper type that is used 
+# by the printer. Possible values are: a4, letter, legal and 
+# executive. If left blank a4wide will be used.
+
+PAPER_TYPE             = a4
+
+# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX 
+# packages that should be included in the LaTeX output.
+
+EXTRA_PACKAGES         = 
+
+# The LATEX_HEADER tag can be used to specify a personal LaTeX header for 
+# the generated latex document. The header should contain everything until 
+# the first chapter. If it is left blank doxygen will generate a 
+# standard header. Notice: only use this tag if you know what you are doing!
+
+LATEX_HEADER           = 
+
+# The LATEX_FOOTER tag can be used to specify a personal LaTeX footer for 
+# the generated latex document. The footer should contain everything after 
+# the last chapter. If it is left blank doxygen will generate a 
+# standard footer. Notice: only use this tag if you know what you are doing!
+
+LATEX_FOOTER           = 
+
+# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated 
+# is prepared for conversion to pdf (using ps2pdf). The pdf file will 
+# contain links (just like the HTML output) instead of page references 
+# This makes the output suitable for online browsing using a pdf viewer.
+
+PDF_HYPERLINKS         = YES
+
+# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of 
+# plain latex in the generated Makefile. Set this option to YES to get a 
+# higher quality PDF documentation.
+
+USE_PDFLATEX           = YES
+
+# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode. 
+# command to the generated LaTeX files. This will instruct LaTeX to keep 
+# running if errors occur, instead of asking the user for help. 
+# This option is also used when generating formulas in HTML.
+
+LATEX_BATCHMODE        = NO
+
+# If LATEX_HIDE_INDICES is set to YES then doxygen will not 
+# include the index chapters (such as File Index, Compound Index, etc.) 
+# in the output.
+
+LATEX_HIDE_INDICES     = NO
+
+# If LATEX_SOURCE_CODE is set to YES then doxygen will include 
+# source code with syntax highlighting in the LaTeX output. 
+# Note that which sources are shown also depends on other settings 
+# such as SOURCE_BROWSER.
+
+LATEX_SOURCE_CODE      = NO
+
+# The LATEX_BIB_STYLE tag can be used to specify the style to use for the 
+# bibliography, e.g. plainnat, or ieeetr. The default style is "plain". See 
+# http://en.wikipedia.org/wiki/BibTeX for more info.
+
+LATEX_BIB_STYLE        = plain
+
+#---------------------------------------------------------------------------
+# configuration options related to the RTF output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output 
+# The RTF output is optimized for Word 97 and may not look very pretty with 
+# other RTF readers or editors.
+
+GENERATE_RTF           = NO
+
+# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `rtf' will be used as the default path.
+
+RTF_OUTPUT             = rtf
+
+# If the COMPACT_RTF tag is set to YES Doxygen generates more compact 
+# RTF documents. This may be useful for small projects and may help to 
+# save some trees in general.
+
+COMPACT_RTF            = NO
+
+# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated 
+# will contain hyperlink fields. The RTF file will 
+# contain links (just like the HTML output) instead of page references. 
+# This makes the output suitable for online browsing using WORD or other 
+# programs which support those fields. 
+# Note: wordpad (write) and others do not support links.
+
+RTF_HYPERLINKS         = NO
+
+# Load stylesheet definitions from file. Syntax is similar to doxygen's 
+# config file, i.e. a series of assignments. You only have to provide 
+# replacements, missing definitions are set to their default value.
+
+RTF_STYLESHEET_FILE    = 
+
+# Set optional variables used in the generation of an rtf document. 
+# Syntax is similar to doxygen's config file.
+
+RTF_EXTENSIONS_FILE    = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the man page output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_MAN tag is set to YES (the default) Doxygen will 
+# generate man pages
+
+GENERATE_MAN           = NO
+
+# The MAN_OUTPUT tag is used to specify where the man pages will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `man' will be used as the default path.
+
+MAN_OUTPUT             = man
+
+# The MAN_EXTENSION tag determines the extension that is added to 
+# the generated man pages (default is the subroutine's section .3)
+
+MAN_EXTENSION          = .3
+
+# If the MAN_LINKS tag is set to YES and Doxygen generates man output, 
+# then it will generate one additional man file for each entity 
+# documented in the real man page(s). These additional files 
+# only source the real man page, but without them the man command 
+# would be unable to find the correct page. The default is NO.
+
+MAN_LINKS              = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the XML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_XML tag is set to YES Doxygen will 
+# generate an XML file that captures the structure of 
+# the code including all documentation.
+
+GENERATE_XML           = NO
+
+# The XML_OUTPUT tag is used to specify where the XML pages will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `xml' will be used as the default path.
+
+XML_OUTPUT             = xml
+
+# The XML_SCHEMA tag can be used to specify an XML schema, 
+# which can be used by a validating XML parser to check the 
+# syntax of the XML files.
+
+XML_SCHEMA             = 
+
+# The XML_DTD tag can be used to specify an XML DTD, 
+# which can be used by a validating XML parser to check the 
+# syntax of the XML files.
+
+XML_DTD                = 
+
+# If the XML_PROGRAMLISTING tag is set to YES Doxygen will 
+# dump the program listings (including syntax highlighting 
+# and cross-referencing information) to the XML output. Note that 
+# enabling this will significantly increase the size of the XML output.
+
+XML_PROGRAMLISTING     = YES
+
+#---------------------------------------------------------------------------
+# configuration options for the AutoGen Definitions output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will 
+# generate an AutoGen Definitions (see autogen.sf.net) file 
+# that captures the structure of the code including all 
+# documentation. Note that this feature is still experimental 
+# and incomplete at the moment.
+
+GENERATE_AUTOGEN_DEF   = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the Perl module output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_PERLMOD tag is set to YES Doxygen will 
+# generate a Perl module file that captures the structure of 
+# the code including all documentation. Note that this 
+# feature is still experimental and incomplete at the 
+# moment.
+
+GENERATE_PERLMOD       = NO
+
+# If the PERLMOD_LATEX tag is set to YES Doxygen will generate 
+# the necessary Makefile rules, Perl scripts and LaTeX code to be able 
+# to generate PDF and DVI output from the Perl module output.
+
+PERLMOD_LATEX          = NO
+
+# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be 
+# nicely formatted so it can be parsed by a human reader.  This is useful 
+# if you want to understand what is going on.  On the other hand, if this 
+# tag is set to NO the size of the Perl module output will be much smaller 
+# and Perl will parse it just the same.
+
+PERLMOD_PRETTY         = YES
+
+# The names of the make variables in the generated doxyrules.make file 
+# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. 
+# This is useful so different doxyrules.make files included by the same 
+# Makefile don't overwrite each other's variables.
+
+PERLMOD_MAKEVAR_PREFIX = 
+
+#---------------------------------------------------------------------------
+# Configuration options related to the preprocessor
+#---------------------------------------------------------------------------
+
+# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will 
+# evaluate all C-preprocessor directives found in the sources and include 
+# files.
+
+ENABLE_PREPROCESSING   = YES
+
+# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro 
+# names in the source code. If set to NO (the default) only conditional 
+# compilation will be performed. Macro expansion can be done in a controlled 
+# way by setting EXPAND_ONLY_PREDEF to YES.
+
+MACRO_EXPANSION        = NO
+
+# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES 
+# then the macro expansion is limited to the macros specified with the 
+# PREDEFINED and EXPAND_AS_DEFINED tags.
+
+EXPAND_ONLY_PREDEF     = NO
+
+# If the SEARCH_INCLUDES tag is set to YES (the default) the includes files 
+# pointed to by INCLUDE_PATH will be searched when a #include is found.
+
+SEARCH_INCLUDES        = YES
+
+# The INCLUDE_PATH tag can be used to specify one or more directories that 
+# contain include files that are not input files but should be processed by 
+# the preprocessor.
+
+INCLUDE_PATH           = 
+
+# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard 
+# patterns (like *.h and *.hpp) to filter out the header-files in the 
+# directories. If left blank, the patterns specified with FILE_PATTERNS will 
+# be used.
+
+INCLUDE_FILE_PATTERNS  = 
+
+# The PREDEFINED tag can be used to specify one or more macro names that 
+# are defined before the preprocessor is started (similar to the -D option of 
+# gcc). The argument of the tag is a list of macros of the form: name 
+# or name=definition (no spaces). If the definition and the = are 
+# omitted =1 is assumed. To prevent a macro definition from being 
+# undefined via #undef or recursively expanded use the := operator 
+# instead of the = operator.
+
+PREDEFINED             = 
+
+# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then 
+# this tag can be used to specify a list of macro names that should be expanded. 
+# The macro definition that is found in the sources will be used. 
+# Use the PREDEFINED tag if you want to use a different macro definition that 
+# overrules the definition found in the source code.
+
+EXPAND_AS_DEFINED      = 
+
+# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then 
+# doxygen's preprocessor will remove all references to function-like macros 
+# that are alone on a line, have an all uppercase name, and do not end with a 
+# semicolon, because these will confuse the parser if not removed.
+
+SKIP_FUNCTION_MACROS   = YES
+
+#---------------------------------------------------------------------------
+# Configuration::additions related to external references
+#---------------------------------------------------------------------------
+
+# The TAGFILES option can be used to specify one or more tagfiles. 
+# Optionally an initial location of the external documentation 
+# can be added for each tagfile. The format of a tag file without 
+# this location is as follows: 
+#   TAGFILES = file1 file2 ... 
+# Adding location for the tag files is done as follows: 
+#   TAGFILES = file1=loc1 "file2 = loc2" ... 
+# where "loc1" and "loc2" can be relative or absolute paths or 
+# URLs. If a location is present for each tag, the installdox tool 
+# does not have to be run to correct the links. 
+# Note that each tag file must have a unique name 
+# (where the name does NOT include the path) 
+# If a tag file is not located in the directory in which doxygen 
+# is run, you must also specify the path to the tagfile here.
+
+TAGFILES               = 
+
+# When a file name is specified after GENERATE_TAGFILE, doxygen will create 
+# a tag file that is based on the input files it reads.
+
+GENERATE_TAGFILE       = 
+
+# If the ALLEXTERNALS tag is set to YES all external classes will be listed 
+# in the class index. If set to NO only the inherited external classes 
+# will be listed.
+
+ALLEXTERNALS           = NO
+
+# If the EXTERNAL_GROUPS tag is set to YES all external groups will be listed 
+# in the modules index. If set to NO, only the current project's groups will 
+# be listed.
+
+EXTERNAL_GROUPS        = YES
+
+# The PERL_PATH should be the absolute path and name of the perl script 
+# interpreter (i.e. the result of `which perl').
+
+PERL_PATH              = /usr/bin/perl
+
+#---------------------------------------------------------------------------
+# Configuration options related to the dot tool
+#---------------------------------------------------------------------------
+
+# If the CLASS_DIAGRAMS tag is set to YES (the default) Doxygen will 
+# generate a inheritance diagram (in HTML, RTF and LaTeX) for classes with base 
+# or super classes. Setting the tag to NO turns the diagrams off. Note that 
+# this option also works with HAVE_DOT disabled, but it is recommended to 
+# install and use dot, since it yields more powerful graphs.
+
+CLASS_DIAGRAMS         = YES
+
+# You can define message sequence charts within doxygen comments using the \msc 
+# command. Doxygen will then run the mscgen tool (see 
+# http://www.mcternan.me.uk/mscgen/) to produce the chart and insert it in the 
+# documentation. The MSCGEN_PATH tag allows you to specify the directory where 
+# the mscgen tool resides. If left empty the tool is assumed to be found in the 
+# default search path.
+
+MSCGEN_PATH            = 
+
+# If set to YES, the inheritance and collaboration graphs will hide 
+# inheritance and usage relations if the target is undocumented 
+# or is not a class.
+
+HIDE_UNDOC_RELATIONS   = YES
+
+# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is 
+# available from the path. This tool is part of Graphviz, a graph visualization 
+# toolkit from AT&T and Lucent Bell Labs. The other options in this section 
+# have no effect if this option is set to NO (the default)
+
+HAVE_DOT               = NO
+
+# The DOT_NUM_THREADS specifies the number of dot invocations doxygen is 
+# allowed to run in parallel. When set to 0 (the default) doxygen will 
+# base this on the number of processors available in the system. You can set it 
+# explicitly to a value larger than 0 to get control over the balance 
+# between CPU load and processing speed.
+
+DOT_NUM_THREADS        = 0
+
+# By default doxygen will use the Helvetica font for all dot files that 
+# doxygen generates. When you want a differently looking font you can specify 
+# the font name using DOT_FONTNAME. You need to make sure dot is able to find 
+# the font, which can be done by putting it in a standard location or by setting 
+# the DOTFONTPATH environment variable or by setting DOT_FONTPATH to the 
+# directory containing the font.
+
+DOT_FONTNAME           = Helvetica
+
+# The DOT_FONTSIZE tag can be used to set the size of the font of dot graphs. 
+# The default size is 10pt.
+
+DOT_FONTSIZE           = 10
+
+# By default doxygen will tell dot to use the Helvetica font. 
+# If you specify a different font using DOT_FONTNAME you can use DOT_FONTPATH to 
+# set the path where dot can find it.
+
+DOT_FONTPATH           = 
+
+# If the CLASS_GRAPH and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for each documented class showing the direct and 
+# indirect inheritance relations. Setting this tag to YES will force the 
+# the CLASS_DIAGRAMS tag to NO.
+
+CLASS_GRAPH            = YES
+
+# If the COLLABORATION_GRAPH and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for each documented class showing the direct and 
+# indirect implementation dependencies (inheritance, containment, and 
+# class references variables) of the class with other documented classes.
+
+COLLABORATION_GRAPH    = YES
+
+# If the GROUP_GRAPHS and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for groups, showing the direct groups dependencies
+
+GROUP_GRAPHS           = YES
+
+# If the UML_LOOK tag is set to YES doxygen will generate inheritance and 
+# collaboration diagrams in a style similar to the OMG's Unified Modeling 
+# Language.
+
+UML_LOOK               = NO
+
+# If set to YES, the inheritance and collaboration graphs will show the 
+# relations between templates and their instances.
+
+TEMPLATE_RELATIONS     = NO
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDE_GRAPH, and HAVE_DOT 
+# tags are set to YES then doxygen will generate a graph for each documented 
+# file showing the direct and indirect include dependencies of the file with 
+# other documented files.
+
+INCLUDE_GRAPH          = YES
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDED_BY_GRAPH, and 
+# HAVE_DOT tags are set to YES then doxygen will generate a graph for each 
+# documented header file showing the documented files that directly or 
+# indirectly include this file.
+
+INCLUDED_BY_GRAPH      = YES
+
+# If the CALL_GRAPH and HAVE_DOT options are set to YES then 
+# doxygen will generate a call dependency graph for every global function 
+# or class method. Note that enabling this option will significantly increase 
+# the time of a run. So in most cases it will be better to enable call graphs 
+# for selected functions only using the \callgraph command.
+
+CALL_GRAPH             = NO
+
+# If the CALLER_GRAPH and HAVE_DOT tags are set to YES then 
+# doxygen will generate a caller dependency graph for every global function 
+# or class method. Note that enabling this option will significantly increase 
+# the time of a run. So in most cases it will be better to enable caller 
+# graphs for selected functions only using the \callergraph command.
+
+CALLER_GRAPH           = NO
+
+# If the GRAPHICAL_HIERARCHY and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graphical hierarchy of all classes instead of a textual one.
+
+GRAPHICAL_HIERARCHY    = YES
+
+# If the DIRECTORY_GRAPH, SHOW_DIRECTORIES and HAVE_DOT tags are set to YES 
+# then doxygen will show the dependencies a directory has on other directories 
+# in a graphical way. The dependency relations are determined by the #include 
+# relations between the files in the directories.
+
+DIRECTORY_GRAPH        = YES
+
+# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images 
+# generated by dot. Possible values are svg, png, jpg, or gif. 
+# If left blank png will be used. If you choose svg you need to set 
+# HTML_FILE_EXTENSION to xhtml in order to make the SVG files 
+# visible in IE 9+ (other browsers do not have this requirement).
+
+DOT_IMAGE_FORMAT       = png
+
+# If DOT_IMAGE_FORMAT is set to svg, then this option can be set to YES to 
+# enable generation of interactive SVG images that allow zooming and panning. 
+# Note that this requires a modern browser other than Internet Explorer. 
+# Tested and working are Firefox, Chrome, Safari, and Opera. For IE 9+ you 
+# need to set HTML_FILE_EXTENSION to xhtml in order to make the SVG files 
+# visible. Older versions of IE do not have SVG support.
+
+INTERACTIVE_SVG        = NO
+
+# The tag DOT_PATH can be used to specify the path where the dot tool can be 
+# found. If left blank, it is assumed the dot tool can be found in the path.
+
+DOT_PATH               = 
+
+# The DOTFILE_DIRS tag can be used to specify one or more directories that 
+# contain dot files that are included in the documentation (see the 
+# \dotfile command).
+
+DOTFILE_DIRS           = 
+
+# The MSCFILE_DIRS tag can be used to specify one or more directories that 
+# contain msc files that are included in the documentation (see the 
+# \mscfile command).
+
+MSCFILE_DIRS           = 
+
+# The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of 
+# nodes that will be shown in the graph. If the number of nodes in a graph 
+# becomes larger than this value, doxygen will truncate the graph, which is 
+# visualized by representing a node as a red box. Note that doxygen if the 
+# number of direct children of the root node in a graph is already larger than 
+# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note 
+# that the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH.
+
+DOT_GRAPH_MAX_NODES    = 50
+
+# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the 
+# graphs generated by dot. A depth value of 3 means that only nodes reachable 
+# from the root by following a path via at most 3 edges will be shown. Nodes 
+# that lay further from the root node will be omitted. Note that setting this 
+# option to 1 or 2 may greatly reduce the computation time needed for large 
+# code bases. Also note that the size of a graph can be further restricted by 
+# DOT_GRAPH_MAX_NODES. Using a depth of 0 means no depth restriction.
+
+MAX_DOT_GRAPH_DEPTH    = 0
+
+# Set the DOT_TRANSPARENT tag to YES to generate images with a transparent 
+# background. This is disabled by default, because dot on Windows does not 
+# seem to support this out of the box. Warning: Depending on the platform used, 
+# enabling this option may lead to badly anti-aliased labels on the edges of 
+# a graph (i.e. they become hard to read).
+
+DOT_TRANSPARENT        = NO
+
+# Set the DOT_MULTI_TARGETS tag to YES allow dot to generate multiple output 
+# files in one run (i.e. multiple -o and -T options on the command line). This 
+# makes dot run faster, but since only newer versions of dot (>1.8.10) 
+# support this, this feature is disabled by default.
+
+DOT_MULTI_TARGETS      = NO
+
+# If the GENERATE_LEGEND tag is set to YES (the default) Doxygen will 
+# generate a legend page explaining the meaning of the various boxes and 
+# arrows in the dot generated graphs.
+
+GENERATE_LEGEND        = YES
+
+# If the DOT_CLEANUP tag is set to YES (the default) Doxygen will 
+# remove the intermediate dot files that are used to generate 
+# the various graphs.
+
+DOT_CLEANUP            = YES

+ 3 - 0
gameplay.xcworkspace/contents.xcworkspacedata

@@ -19,4 +19,7 @@
    <FileRef
       location = "group:gameplay-samples/sample03-character/sample03-character.xcodeproj">
    </FileRef>
+   <FileRef
+      location = "group:gameplay-samples/sample04-sandbox/sample04-sandbox.xcodeproj">
+   </FileRef>
 </Workspace>

+ 14 - 7
gameplay/.cproject

@@ -27,7 +27,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.2133604142" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
-									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/bullet/include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/oggvorbis/include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.997142816" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -79,7 +80,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1670164593" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
-									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/bullet/include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/oggvorbis/include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1380846613" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -130,7 +132,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1503059677" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
-									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/bullet/include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/oggvorbis/include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.81809638" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -184,7 +187,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1769677874" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
-									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/bullet/include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/oggvorbis/include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.2007171407" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -236,7 +240,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.847642559" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
-									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/bullet/include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/oggvorbis/include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1038720310" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -288,7 +293,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.513622172" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
-									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/bullet/include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/oggvorbis/include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1961855927" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -341,7 +347,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1685994750" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
-									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/bullet/include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}/../external-deps/oggvorbis/include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1658185881" superClass="com.qnx.qcc.inputType.compiler"/>

+ 6 - 5
gameplay/gameplay.vcxproj

@@ -166,11 +166,12 @@
     <None Include="res\shaders\solid.vsh" />
     <None Include="res\shaders\textured.fsh" />
     <None Include="res\shaders\textured.vsh" />
-    <None Include="src\gameplay-main-macosx.mm" />
     <None Include="src\BoundingBox.inl" />
     <None Include="src\BoundingSphere.inl" />
+    <None Include="src\gameplay-main-macos.mm" />
     <None Include="src\Matrix.inl" />
     <None Include="src\Plane.inl" />
+    <None Include="src\PlatformMacOS.mm" />
     <None Include="src\Quaternion.inl" />
     <None Include="src\Ray.inl" />
     <None Include="src\Vector2.inl" />
@@ -244,7 +245,7 @@
       <WarningLevel>Level3</WarningLevel>
       <Optimization>Disabled</Optimization>
       <PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
-      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\oggvorbis\include;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <RuntimeTypeInfo>
       </RuntimeTypeInfo>
     </ClCompile>
@@ -260,7 +261,7 @@
       <WarningLevel>Level3</WarningLevel>
       <Optimization>Disabled</Optimization>
       <PreprocessorDefinitions>WIN32;_DEBUG;_LIB;GAMEPLAY_MEM_LEAK_DETECTION;%(PreprocessorDefinitions)</PreprocessorDefinitions>
-      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\oggvorbis\include;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <RuntimeTypeInfo>true</RuntimeTypeInfo>
     </ClCompile>
     <Link>
@@ -281,7 +282,7 @@
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
       <PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
-      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\oggvorbis\include;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <SubSystem>Windows</SubSystem>
@@ -293,4 +294,4 @@
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   </ImportGroup>
-</Project>
+</Project>

+ 9 - 6
gameplay/gameplay.vcxproj.filters

@@ -172,10 +172,10 @@
       <Filter>src</Filter>
     </ClCompile>
     <ClCompile Include="src\gameplay-main-win32.cpp">
-		<Filter>src</Filter>
+      <Filter>src</Filter>
     </ClCompile>
     <ClCompile Include="src\DebugNew.cpp">
-		<Filter>src</Filter>
+      <Filter>src</Filter>
     </ClCompile>
     <ClCompile Include="src\PhysicsController.cpp">
       <Filter>src</Filter>
@@ -457,11 +457,14 @@
     <None Include="res\shaders\bumped-specular.fsh">
       <Filter>res\shaders</Filter>
     </None>
-  </ItemGroup>
-  <ItemGroup>
-    <None Include="src\gameplay-main-macosx.mm">
+    <None Include="src\gameplay-main-macos.mm">
       <Filter>src</Filter>
     </None>
+    <None Include="src\PlatformMacOS.mm">
+      <Filter>src</Filter>
+    </None>
+  </ItemGroup>
+  <ItemGroup>
     <None Include="src\PhysicsFixedConstraint.inl">
       <Filter>src</Filter>
     </None>
@@ -505,4 +508,4 @@
       <Filter>src</Filter>
     </None>
   </ItemGroup>
-</Project>
+</Project>

File diff suppressed because it is too large
+ 599 - 463
gameplay/gameplay.xcodeproj/project.pbxproj


+ 44 - 25
gameplay/src/Animation.cpp

@@ -1,7 +1,3 @@
-/*
- * Animation.cpp
- */
-
 #include "Base.h"
 #include "Animation.h"
 #include "AnimationController.h"
@@ -22,17 +18,15 @@ namespace gameplay
 {
 
 Animation::Animation(const char* id, AnimationTarget* target, int propertyId, unsigned int keyCount, unsigned long* keyTimes, float* keyValues, unsigned int type)
-    : _controller(Game::getInstance()->getAnimationController()), _id(id), _duration(0)
+    : _controller(Game::getInstance()->getAnimationController()), _id(id), _duration(0), _defaultClip(NULL), _clips(NULL)
 {
     createChannel(target, propertyId, keyCount, keyTimes, keyValues, type);
-    createDefaultClip();
 }
 
 Animation::Animation(const char* id, AnimationTarget* target, int propertyId, unsigned int keyCount, unsigned long* keyTimes, float* keyValues, float* keyInValue, float* keyOutValue, unsigned int type)
-    : _controller(Game::getInstance()->getAnimationController()), _id(id), _duration(0)
+    : _controller(Game::getInstance()->getAnimationController()), _id(id), _duration(0), _defaultClip(NULL), _clips(NULL)
 {
     createChannel(target, propertyId, keyCount, keyTimes, keyValues, keyInValue, keyOutValue, type);
-    createDefaultClip();
 }
 
 Animation::~Animation()
@@ -46,15 +40,22 @@ Animation::~Animation()
     }
     _channels.clear();
     
-    std::vector<AnimationClip*>::iterator clipIter = _clips.begin();
-    
-    while (clipIter != _clips.end())
+    if (_clips != NULL)
     {
-        AnimationClip* clip = *clipIter;
-        SAFE_RELEASE(clip);
-        clipIter++;
+        std::vector<AnimationClip*>::iterator clipIter = _clips->begin();
+    
+        while (clipIter != _clips->end())
+        {   
+            AnimationClip* clip = *clipIter;
+            SAFE_RELEASE(clip);
+            clipIter++;
+        }
+        _clips->clear();
     }
-    _clips.clear();
+
+    SAFE_DELETE(_clips);
+
+    SAFE_DELETE(_defaultClip);
 }
 
 Animation::Channel::Channel(AnimationTarget* target, int propertyId, Curve* curve, unsigned long duration)
@@ -133,7 +134,7 @@ void Animation::createClips(const char* animationFile)
 
 AnimationClip* Animation::createClip(const char* id, unsigned long start, unsigned long end)
 {
-    if (findClip(id) != NULL)
+    if (_clips != NULL && findClip(id) != NULL)
     {
         return NULL;
     }
@@ -150,7 +151,10 @@ AnimationClip* Animation::getClip(const char* id)
     // If id is NULL return the default clip.
     if (id == NULL)
     {
-        return _clips[ANIMATION_DEFAULT_CLIP];
+        if (_defaultClip == NULL)
+            createDefaultClip();
+
+        return _defaultClip;
     }
     else
     {
@@ -163,7 +167,10 @@ void Animation::play(const char* id)
     // If id is NULL, play the default clip.
     if (id == NULL)
     {
-        _clips[ANIMATION_DEFAULT_CLIP]->play();
+        if (_defaultClip == NULL)
+            createDefaultClip();
+        
+        _defaultClip->play();
     }
     else
     {
@@ -181,7 +188,10 @@ void Animation::stop(const char* id)
     // If id is NULL, play the default clip.
     if (id == NULL)
     {
-        _clips[ANIMATION_DEFAULT_CLIP]->stop();
+        if (_defaultClip == NULL)
+            createDefaultClip();
+
+        _defaultClip->stop();
     }
     else
     {
@@ -303,22 +313,31 @@ void Animation::addChannel(Channel* channel)
 void Animation::createDefaultClip()
 {
     std::string clipId = _id + ANIMATION_DEFAULT_CLIP_SUFFIX;
-    _clips.push_back(new AnimationClip(clipId.c_str(), this, 0.0f, _duration));
+
+    _defaultClip = new AnimationClip(clipId.c_str(), this, 0.0f, _duration);
 }
 
 void Animation::addClip(AnimationClip* clip)
 {
-    _clips.push_back(clip);
+    if (_clips == NULL)
+        _clips = new std::vector<AnimationClip*>;
+
+    _clips->push_back(clip);
 }
 
 AnimationClip* Animation::findClip(const char* id) const
 {
-    unsigned int clipCount = _clips.size();
-    for (unsigned int i = 0; i < clipCount; i++)
+    if (_clips)
     {
-        if (_clips.at(i)->_id.compare(id) == 0)
+        AnimationClip* clip = NULL;
+        unsigned int clipCount = _clips->size();
+        for (unsigned int i = 0; i < clipCount; i++)
         {
-            return _clips.at(i);
+            clip = _clips->at(i);
+            if (clip->_id.compare(id) == 0)
+            {
+                return _clips->at(i);
+            }
         }
     }
     return NULL;

+ 3 - 5
gameplay/src/Animation.h

@@ -1,7 +1,3 @@
-/*
- * Animation.h
- */
-
 #ifndef ANIMATION_H_
 #define ANIMATION_H_
 
@@ -170,7 +166,9 @@ private:
     std::string _id;                        // The Animation's ID.
     unsigned long _duration;                // the length of the animation (in milliseconds).
     std::vector<Channel*> _channels;        // The channels within this Animation.
-    std::vector<AnimationClip*> _clips;     // All the clips created from this Animation.
+    AnimationClip* _defaultClip;            // The Animation's default clip.
+    std::vector<AnimationClip*>* _clips;    // All the clips created from this Animation.
+
 };
 
 }

+ 327 - 20
gameplay/src/AnimationClip.cpp

@@ -1,28 +1,29 @@
-/*
- * AnimationClip.cpp
- */
-
 #include "Base.h"
 #include "AnimationClip.h"
 #include "Animation.h"
 #include "AnimationTarget.h"
 #include "Game.h"
+#include "Quaternion.h"
 
 namespace gameplay
 {
+    int AnimationClip::_crazyCounter = 0;
 
 AnimationClip::AnimationClip(const char* id, Animation* animation, unsigned long startTime, unsigned long endTime)
-    : _id(id), _animation(animation), _startTime(startTime), _endTime(endTime), _elapsedTime(0), _runningTime(0), 
-       _channelCount(animation->_channels.size()), _repeatCount(1.0f), _speed(1.0f), _isPlaying(false), _beginListeners(NULL), _endListeners(NULL)
+    : _id(id), _animation(animation), _startTime(startTime), _endTime(endTime), _duration(_endTime - _startTime), _repeatCount(1.0f), 
+      _activeDuration(_duration * _repeatCount), _speed(1.0f), _isPlaying(false), _timeStarted(0), _elapsedTime(0), _runningTime(0), 
+      _channelPriority(NULL), _crossFadeToClip(NULL), _crossFadeStart(0), _crossFadeOutElapsed(0), _crossFadeOutDuration(0), _blendWeight(1.0f), 
+      _isFadingOutStarted(false), _isFadingOut(false), _isFadingIn(false), _beginListeners(NULL), _endListeners(NULL)
 {
     assert(0 <= startTime && startTime <= animation->_duration && 0 <= endTime && endTime <= animation->_duration);
-
-    _duration = (_endTime - _startTime);
-    _activeDuration = _duration * _repeatCount;
     
-    for (unsigned int i = 0; i < _channelCount; i++)
+    unsigned int channelCount = _animation->_channels.size();
+    _channelPriority = new unsigned int[channelCount];
+    
+    for (unsigned int i = 0; i < channelCount; i++)
     {
         _values.push_back(new AnimationValue(_animation->_channels[i]->_curve->getComponentCount()));
+        _channelPriority[i] = 0;
     }
 }
 
@@ -41,6 +42,8 @@ AnimationClip::~AnimationClip()
         valueIter++;
     }
 
+    SAFE_DELETE(_crossFadeToClip);
+    SAFE_DELETE(_channelPriority);
     SAFE_DELETE(_beginListeners);
     SAFE_DELETE(_endListeners);
 }
@@ -123,6 +126,16 @@ float AnimationClip::getSpeed() const
     return _speed;
 }
 
+void AnimationClip::setBlendWeight(float blendWeight)
+{
+    _blendWeight = blendWeight;
+}
+
+float AnimationClip::getBlendWeight() const
+{
+    return _blendWeight;
+}
+
 bool AnimationClip::isPlaying() const
 {
     return _isPlaying;
@@ -131,12 +144,52 @@ bool AnimationClip::isPlaying() const
 void AnimationClip::play()
 {
     _animation->_controller->schedule(this);
+    _timeStarted = Game::getGameTime();
 }
 
 void AnimationClip::stop()
 {
     _animation->_controller->unschedule(this);
-    _isPlaying = false;
+    if (_isPlaying)
+    {
+        _isPlaying = false;
+        onEnd();
+    }
+}
+
+void AnimationClip::crossFade(AnimationClip* clip, unsigned long duration)
+{
+    assert(clip);
+
+    if (clip->_isPlaying && clip->_isFadingOut)
+    {
+        clip->_isFadingOut = false;
+        clip->_crossFadeToClip->_isFadingIn = false;
+        SAFE_RELEASE(clip->_crossFadeToClip);
+    }
+
+    // If I already have a clip I'm fading too.. release it.
+    if (_crossFadeToClip)
+        SAFE_RELEASE(_crossFadeToClip);
+
+    // Assign the clip we're fading to, and increase its ref count.
+    _crossFadeToClip = clip;
+    _crossFadeToClip->addRef();
+        
+    // Set the fade in clip to fading in, and set the duration of the fade in.
+    _crossFadeToClip->_isFadingIn = true;
+    
+    // Set this clip to fade out, and reset the elapsed time for the fade out.
+    _isFadingOut = true;
+    _crossFadeOutElapsed = 0;
+    _crossFadeOutDuration = duration;
+    _crossFadeStart = (Game::getGameTime() - _timeStarted);
+    _isFadingOutStarted = true;
+    
+    if (!_isPlaying)
+        play();
+
+    _crossFadeToClip->play(); 
 }
 
 void AnimationClip::addBeginListener(AnimationClip::Listener* listener)
@@ -157,12 +210,19 @@ void AnimationClip::addEndListener(AnimationClip::Listener* listener)
 
 bool AnimationClip::update(unsigned long elapsedTime)
 {
+    float speed = _speed;
     if (!_isPlaying)
+    {
         onBegin();
-
-    // Update elapsed time.
-    _elapsedTime += elapsedTime;
-    _runningTime += elapsedTime * _speed;
+        _elapsedTime = Game::getGameTime() - _timeStarted;
+        _runningTime = _elapsedTime * speed;
+    }
+    else
+    {
+        // Update elapsed time.
+        _elapsedTime += elapsedTime;
+        _runningTime += elapsedTime * speed;
+    }
 
     float percentComplete = 0.0f;
 
@@ -171,9 +231,15 @@ bool AnimationClip::update(unsigned long elapsedTime)
     {
         _isPlaying = false;
         if (_speed >= 0)
+        {
             percentComplete = _activeDuration % _duration; // Get's the fractional part of the final repeat.
+            if (percentComplete == 0.0f)
+                percentComplete = _duration;
+        }
         else
+        {
             percentComplete = 0.0f; // If we are negative speed, the end value should be 0.
+        }
     }
     else
     {
@@ -183,20 +249,234 @@ bool AnimationClip::update(unsigned long elapsedTime)
 
     // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
     percentComplete = (float)(_startTime + percentComplete) / (float) _animation->_duration;
+    
+    if (_isFadingOut)
+    {
+        if (_isFadingOutStarted) // Calculate elapsed time since the fade out begin.
+        {
+            _crossFadeOutElapsed = (_elapsedTime - _crossFadeStart) * speed;
+            _isFadingOutStarted = false;
+        }
+        else
+        {
+            // continue tracking elapsed time.
+            _crossFadeOutElapsed += elapsedTime * speed;
+        }
 
+        if (_crossFadeOutElapsed < _crossFadeOutDuration)
+        {
+            float tempBlendWeight = (float) (_crossFadeOutDuration - _crossFadeOutElapsed) / (float) _crossFadeOutDuration;
+            _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
+            
+            // adjust the clip your blending to's weight to be a percentage of your current blend weight
+            if (_isFadingIn)
+            {
+                _crossFadeToClip->_blendWeight *= _blendWeight;
+                _blendWeight -= _crossFadeToClip->_blendWeight;
+            }
+            else
+            {
+                _blendWeight = tempBlendWeight;
+            }
+        }
+        else
+        {   // Fade done.
+            _crossFadeToClip->_blendWeight = 1.0f;
+                
+            if (_isFadingIn)
+                _crossFadeToClip->_blendWeight *= _blendWeight;
+
+            _crossFadeToClip->_isFadingIn = false;
+            SAFE_RELEASE(_crossFadeToClip);
+            _blendWeight = 0.0f; 
+            _isFadingOut = false;
+            _isPlaying = false;
+        }
+    }
+    
     // Evaluate this clip.
     Animation::Channel* channel = NULL;
     AnimationValue* value = NULL;
-    for (unsigned int i = 0; i < _channelCount; i++)
+    AnimationTarget* target = NULL;
+    unsigned int channelCount = _animation->_channels.size();
+    for (unsigned int i = 0; i < channelCount; i++)
     {
         channel = _animation->_channels[i];
-        value = _values.at(i);
+        target = channel->_target;
+        value = _values[i];
+
+        // Get the current value.
+        target->getAnimationPropertyValue(channel->_propertyId, value);
 
-        // Evaluate point on curve.
-        channel->_curve->evaluate(percentComplete, value->_currentValue);
+        // My channel priority has changed if my priority is greater than the active animation count.
+        if (target->_reassignPriorities)
+        {
+            _channelPriority[i] = target->getPriority();
+        }
+
+        if (_blendWeight != 0.0f)
+        {
+            // Evaluate point on Curve.
+            channel->_curve->evaluate(percentComplete, value->_interpolatedValue);
+
+            if (channel->_curve->_quaternionOffsetsCount == 0)
+            {
+                if (_channelPriority[i] == 1)
+                {
+                    unsigned int componentCount = value->_componentCount;
+                    for (unsigned int j = 0; j < componentCount; j++)
+                    {
+                        if (_blendWeight != 1.0f)
+                            value->_interpolatedValue[j] *= _blendWeight;
+
+                        value->_currentValue[j] = value->_interpolatedValue[j];
+                    }
+                }
+                else
+                {
+                    unsigned int componentCount = value->_componentCount;
+                    for (unsigned int j = 0; j < componentCount; j++)
+                    {
+                        if (_blendWeight != 1.0f)
+                            value->_interpolatedValue[j] *= _blendWeight;
+
+                        value->_currentValue[j] += value->_interpolatedValue[j];
+                    }
+                }
+            }
+            else
+            {   //We have Quaternions!!!
+                unsigned int j = 0;
+                unsigned int quaternionOffsetIndex = 0;
+                unsigned int quaternionOffset = 0;
+
+                if (_channelPriority[i] == 1)
+                {
+                    do {
+                        quaternionOffset = channel->_curve->_quaternionOffsets[quaternionOffsetIndex];
+                        while (j < quaternionOffset)
+                        {
+                            if (_blendWeight != 1.0f)
+                                value->_interpolatedValue[j] *= _blendWeight;
+
+                            value->_currentValue[j] = value->_interpolatedValue[j];
+                            j++;
+                        }
+
+                        // We are at the index for a quaternion component. Handle the next for components as a whole quaternion.
+
+                        Quaternion* interpolatedQuaternion = (Quaternion*) (value->_interpolatedValue + j);
+                        Quaternion* currentQuaternion = (Quaternion*) (value->_currentValue + j);
+
+                        // If we have a blend weight, we apply it by slerping from the identity to our interpolated value at the given weight.
+                        if (_blendWeight != 1.0f)
+                            Quaternion::slerp(Quaternion::identity(), *interpolatedQuaternion, _blendWeight, interpolatedQuaternion);
+                    
+                        // Add in contribution.
+                        currentQuaternion->set(*interpolatedQuaternion);
+                    
+                        // Increase by 4.
+                        j += 4;
+                        quaternionOffsetIndex++;
+                    } while (quaternionOffsetIndex < channel->_curve->_quaternionOffsetsCount);
+
+                    unsigned int componentCount = value->_componentCount;
+                    // Handle remaining scalar values.
+                    while (j < componentCount)
+                    {
+                        if (_blendWeight != 1.0f)
+                            value->_interpolatedValue[j] *= _blendWeight;
+
+                        value->_currentValue[j] = value->_interpolatedValue[j];
+                        j++;
+                    }
+                }
+                else
+                {
+                    do {
+                        quaternionOffset = channel->_curve->_quaternionOffsets[quaternionOffsetIndex];
+                        while (j < quaternionOffset)
+                        {
+                            if (_blendWeight != 1.0f)
+                                value->_interpolatedValue[j] *= _blendWeight;
+
+                            value->_currentValue[j] += value->_interpolatedValue[j];
+                            j++;
+                        }
+
+                        // We are at the index for a quaternion component. Handle the next for components as a whole quaternion.
+
+                        Quaternion* interpolatedQuaternion = (Quaternion*) (value->_interpolatedValue + j);
+                        Quaternion* currentQuaternion = (Quaternion*) (value->_currentValue + j);
+
+                        // If we have a blend weight, we apply it by slerping from the identity to our interpolated value at the given weight.
+                        if (_blendWeight != 1.0f)
+                            Quaternion::slerp(Quaternion::identity(), *interpolatedQuaternion, _blendWeight, interpolatedQuaternion);
+                    
+                        // Add in contribution.
+                        currentQuaternion->multiply(*interpolatedQuaternion);
+                    
+                        // Increase by 4.
+                        j += 4;
+                        quaternionOffsetIndex++;
+                    } while (quaternionOffsetIndex < channel->_curve->_quaternionOffsetsCount);
+
+                    unsigned int componentCount = value->_componentCount;
+                    // Handle remaining scalar values.
+                    while (j < componentCount)
+                    {
+                        if (_blendWeight != 1.0f)
+                            value->_interpolatedValue[j] *= _blendWeight;
+
+                        value->_currentValue[j] += value->_interpolatedValue[j];
+                        j++;
+                    }
+                }
+            }
+        }
+        else if (_channelPriority[i] == 1)
+        {
+            if (channel->_curve->_quaternionOffsetsCount == 0)
+            {
+                memset(value->_currentValue, 0.0f, value->_componentCount);
+            }
+            else
+            {
+                unsigned int j = 0;
+                unsigned int quaternionOffset = 0;
+                unsigned int quaternionOffsetIndex = 0;
+                
+                do {
+                    quaternionOffset = channel->_curve->_quaternionOffsets[quaternionOffsetIndex];
+                    while (j < quaternionOffset)
+                    {
+                        value->_currentValue[j] = 0.0f;
+                        j++;
+                    }
+
+                    // We are at the index for a quaternion component. Handle the next for components as a whole quaternion.
+                    Quaternion* currentQuaternion = (Quaternion*) (value->_currentValue + j);
+
+                    // Set it to identity.
+                    currentQuaternion->setIdentity();
+                    
+                    // Increase by 4.
+                    j += 4;
+                    quaternionOffsetIndex++;
+                } while (quaternionOffsetIndex < channel->_curve->_quaternionOffsetsCount);
+
+                unsigned int componentCount = value->_componentCount;
+                // Handle remaining scalar values.
+                while (j < componentCount)
+                {
+                    value->_currentValue[j] = 0.0f;
+                    j++;
+                }
+            }
+        }
         
         // Set the animation value on the target property.
-        channel->_target->setAnimationPropertyValue(channel->_propertyId, value);
+        target->setAnimationPropertyValue(channel->_propertyId, value);
     }
 
     // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
@@ -223,6 +503,18 @@ void AnimationClip::onBegin()
         _runningTime = _activeDuration;
     }
 
+    AnimationTarget* target = NULL;
+    unsigned int channelCount = _animation->_channels.size();
+    // Sets the starting value.
+    for (unsigned int i = 0; i < channelCount; i++)
+    {
+        target = _animation->_channels[i]->_target;
+
+        target->increaseActiveAnimationCount();
+        _channelPriority[i] = target->getPriority();
+    }
+
+    // Notify begin listeners.. if any.
     if (_beginListeners)
     {
         std::vector<Listener*>::iterator listener = _beginListeners->begin();
@@ -236,6 +528,21 @@ void AnimationClip::onBegin()
 
 void AnimationClip::onEnd()
 {
+    AnimationTarget* target = NULL;
+    unsigned int channelCount = _animation->_channels.size();
+    for (unsigned int i = 0; i < channelCount; i++)
+    {
+        target = _animation->_channels[i]->_target;
+        
+        // Decrease active animation count on target and reset the channel priority
+        target->decreaseActiveAnimationCount();
+        _channelPriority[i] = 0;
+    }
+
+    _blendWeight = 1.0f;
+    _timeStarted = 0;
+
+    // Notify end listeners if any.
     if (_endListeners)
     {
         std::vector<Listener*>::iterator listener = _endListeners->begin();

+ 42 - 12
gameplay/src/AnimationClip.h

@@ -1,7 +1,3 @@
-/*
- * AnimationClip.h
- */
-
 #ifndef ANIMATIONCLIP_H_
 #define ANIMATIONCLIP_H_
 
@@ -31,6 +27,8 @@ public:
      */
     static const unsigned int REPEAT_INDEFINITE = 0;
 
+    static int _crazyCounter;
+
     /**
      * Defines an animation event listener.
      */
@@ -141,6 +139,20 @@ public:
      */
     float getSpeed() const;
 
+    /**
+     * Sets the blend weight of the AnimationClip.
+     *
+     * @param blendWeight The blend weight to apply to the clip.
+     */
+    void setBlendWeight(float blendWeight);
+
+    /** 
+     * Gets the blend weight of the AnimationClip.
+     *
+     * @return The blendweight of the AnimationClip.
+     */
+    float getBlendWeight() const;
+
     /**
      * Checks if the AnimationClip is playing.
      *
@@ -158,6 +170,14 @@ public:
      */
     void stop();
 
+    /**
+     * Fades this clip out, and the specified clip in over the given duration.
+     *
+     * @param clip The clip to fade into.
+     * @param duration The duration of the fade.
+     */
+    void crossFade(AnimationClip* clip, unsigned long duration);
+
     /**
      * Adds a animation begin listener.
      *
@@ -213,17 +233,27 @@ private:
     Animation* _animation;                    // Animations that this clip plays in parallel.
     unsigned long _startTime;                 // Start time of the clip.
     unsigned long _endTime;                   // End time of the clip.
-    unsigned long _elapsedTime;               // Time elapsed while the clip is running.
-    long _runningTime;                        // Keeps track of the Animation's relative time in respect to the active duration.
-    unsigned int _channelCount;               // The number of channels in the clip.
-    std::vector<AnimationValue*> _values;     // AnimationValue holder.
-    float _repeatCount;                       // The clip's repeat count.
-    float _speed;                             // The speed that the clip is playing. Default is 1.0. Negative goes in reverse.
     unsigned long _duration;                  // The total duration.
+    float _repeatCount;                       // The clip's repeat count.
     unsigned long _activeDuration;            // The active duration of the clip.
+    float _speed;                             // The speed that the clip is playing. Default is 1.0. Negative goes in reverse.
     bool _isPlaying;                          // A flag to indicate whether the clip is playing.
-    std::vector<Listener*>* _beginListeners;
-    std::vector<Listener*>* _endListeners;
+    unsigned long _timeStarted;               // The game time when this clip was actually started.
+    unsigned long _elapsedTime;               // Time elapsed while the clip is running.
+    long _runningTime;                        // Keeps track of the Animation's relative time in respect to the active duration.
+    unsigned int* _channelPriority;           // Keeps track of each channel's priority.
+    AnimationClip* _crossFadeToClip;          // The clip to cross fade to
+    unsigned long _crossFadeStart;            // The time at which the cross fade started.
+    unsigned long _crossFadeOutElapsed;       // The amount of time that has elapsed for the crossfade.
+    unsigned long _crossFadeOutDuration;      // The duration of the cross fade.
+    float _blendWeight;                       // The clip's blendweight
+    bool _isFadingOutStarted;                 // Flag to indicate if the cross fade started
+    bool _isFadingOut;                        // Flag to indicate if the clip is fading out
+    bool _isFadingIn;                         // Flag to indicate if the clip is fading in.
+    std::vector<AnimationValue*> _values;     // AnimationValue holder.
+    std::vector<Listener*>* _beginListeners;  // Collection of begin listeners on the clip
+    std::vector<Listener*>* _endListeners;    // Collection of end listeners on the clip
+
 };
 
 }

+ 8 - 9
gameplay/src/AnimationController.cpp

@@ -1,7 +1,3 @@
-/*
- * AnimationController.cpp
- */
-
 #include "Base.h"
 #include "AnimationController.h"
 #include "Game.h"
@@ -113,8 +109,9 @@ void AnimationController::stopAllAnimations()
     {
         AnimationClip* clip = *clipIter;
         clip->_isPlaying = false;
+        clip->onEnd();
+        clipIter = _runningClips.erase(clipIter);
         SAFE_RELEASE(clip);
-        clipIter++;
     }
     _runningClips.clear();
 
@@ -160,6 +157,7 @@ void AnimationController::schedule(AnimationClip* clip)
     {
         _runningClips.remove(clip);
         clip->_isPlaying = false;
+        clip->onEnd();
     }
     else
     {
@@ -187,12 +185,12 @@ void AnimationController::update(long elapsedTime)
         return;
 
     std::list<AnimationClip*>::iterator clipIter = _runningClips.begin();
-
+    unsigned int clipCount = 0;
     while (clipIter != _runningClips.end())
     {
-        if ((*clipIter)->update(elapsedTime))
+        AnimationClip* clip = (*clipIter);
+        if (clip->update(elapsedTime))
         {
-            AnimationClip* clip = *clipIter;
             clipIter = _runningClips.erase(clipIter);
             SAFE_RELEASE(clip);
         }
@@ -200,8 +198,9 @@ void AnimationController::update(long elapsedTime)
         {
             clipIter++;
         }
+        clipCount++;
     }
-
+    
     if (_runningClips.empty())
         _state = IDLE;
 }

+ 2 - 7
gameplay/src/AnimationController.h

@@ -1,7 +1,3 @@
-/*
- * AnimationController.h
- */
-
 #ifndef ANIMATIONCONTROLLER_H_
 #define ANIMATIONCONTROLLER_H_
 
@@ -161,7 +157,7 @@ private:
      * Unschedules an AnimationClip.
      */
     void unschedule(AnimationClip* clip);
-
+    
     /**
      * Callback for when the controller receives a frame update event.
      */
@@ -181,11 +177,10 @@ private:
      * Removes all animations from the AnimationTarget.
      */ 
     void destroyAllAnimations();
-
+    
     State _state;                               // The current state of the AnimationController.
     std::list<AnimationClip*> _runningClips;    // A list of currently running AnimationClips.
     std::vector<Animation*> _animations;
-    //Animation** _animations;                    // A list of animations on this target.
 };
 
 }

+ 29 - 5
gameplay/src/AnimationTarget.cpp

@@ -1,7 +1,3 @@
-/*
- * AnimationTarget.cpp
- */
-
 #include "Base.h"
 #include "AnimationTarget.h"
 #include "Animation.h"
@@ -13,7 +9,7 @@ namespace gameplay
 {
 
 AnimationTarget::AnimationTarget()
-    : _targetType(SCALAR), _animations(NULL)
+    : _targetType(SCALAR), _activeAnimationCount(0), _currentPriority(0), _animations(NULL), _reassignPriorities(false)
 {
 }
 
@@ -78,6 +74,34 @@ Animation* AnimationTarget::getAnimation(const char* id) const
     return NULL;
 }
 
+void AnimationTarget::increaseActiveAnimationCount()
+{
+    ++_activeAnimationCount;
+}
+
+void AnimationTarget::decreaseActiveAnimationCount()
+{
+    --_activeAnimationCount;
+
+    _reassignPriorities = true;
+    _currentPriority = 0;
+}
+
+unsigned int AnimationTarget::getPriority() 
+{
+    if (_reassignPriorities)
+    {
+        ++_currentPriority;
+
+        if (_currentPriority == _activeAnimationCount)
+            _reassignPriorities = false;
+
+        return _currentPriority;
+    }
+
+    return _activeAnimationCount;
+}
+
 }
 
 

+ 20 - 5
gameplay/src/AnimationTarget.h

@@ -1,7 +1,3 @@
-/*
- * PropertyListener
- */
-
 #ifndef ANIMATIONTARGET_H_
 #define ANIMATIONTARGET_H_
 
@@ -21,6 +17,7 @@ class AnimationValue;
 class AnimationTarget : public Ref
 {
     friend class Animation;
+    friend class AnimationClip;
     friend class AnimationController;
 
 public:
@@ -104,7 +101,25 @@ private:
      */
     AnimationTarget(const AnimationTarget& copy);
 
-    std::vector<Animation*>* _animations;
+    /**
+     * Increases the active animation count on the target by one.
+     */
+    void increaseActiveAnimationCount();
+
+    /**
+     * Decreases the active animation count on the target by one.
+     */
+    void decreaseActiveAnimationCount();
+
+    /**
+     * Gets the priority to assign to the channel when reassigning priorities.
+     */
+    unsigned int getPriority();
+
+    unsigned int _activeAnimationCount;        // The number of active animations targeting this AnimationTarget.
+    bool _reassignPriorities;                  // A flag to indicate that channel priorities for this AnimationTarget need to be reassigned
+    unsigned int _currentPriority;             // Used to keep track of the current priority when reassigning channel priorities
+    std::vector<Animation*>* _animations;      // Collection of all animations on that target the AnimationTarget
 
 };
 }

+ 3 - 5
gameplay/src/AnimationValue.cpp

@@ -1,7 +1,3 @@
-/*
- * AnimationValue.cpp
- */
-
 #include "Base.h"
 #include "AnimationValue.h"
 
@@ -9,14 +5,16 @@ namespace gameplay
 {
 
 AnimationValue::AnimationValue(unsigned int componentCount)
-  : _componentCount(componentCount)
+  : _componentCount(componentCount), _componentSize(componentCount * sizeof(float))
 {
     _currentValue = new float[_componentCount];
+    _interpolatedValue = new float[_componentCount];
 }
 
 AnimationValue::~AnimationValue()
 {
     SAFE_DELETE_ARRAY(_currentValue);
+    SAFE_DELETE_ARRAY(_interpolatedValue);
 }
 
 float AnimationValue::getFloat(unsigned int index) const

+ 2 - 4
gameplay/src/AnimationValue.h

@@ -1,7 +1,3 @@
-/*
- * AnimationValue.h
- */
-
 #ifndef ANIMATIONVALUE_H_
 #define ANIMATIONVALUE_H_
 
@@ -77,7 +73,9 @@ private:
     ~AnimationValue();
 
     unsigned int _componentCount;   // The number of float values for the property.
+    unsigned int _componentSize;
     float* _currentValue;           // The current value of the property.
+    float* _interpolatedValue;
 };
 
 }

+ 75 - 20
gameplay/src/AudioBuffer.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioBuffer.cpp
- */
-
 #include "Base.h"
 #include "AudioBuffer.h"
 #include "FileSystem.h"
@@ -81,7 +77,7 @@ AudioBuffer* AudioBuffer::create(const char* path)
             goto cleanup;
         }
     }
-    else if(memcmp(header, "OGG", 3) == 0)
+    else if (memcmp(header, "OggS", 4) == 0)
     {
         if (!AudioBuffer::loadOgg(file, alBuffer))
         {
@@ -94,7 +90,6 @@ AudioBuffer* AudioBuffer::create(const char* path)
         LOG_ERROR_VARG("Unsupported audio file: %s", path);
     }
     
-    
     fclose(file);
 
     buffer = new AudioBuffer(path, alBuffer);
@@ -113,7 +108,6 @@ cleanup:
     return NULL;
 }
     
-    
 bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
 {
     unsigned char stream[12];
@@ -123,7 +117,7 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
         return false;
     
     // Check for a valid pcm format.
-    if(fread(stream, 1, 2, file) != 2 || stream[1] != 0 || stream[0] != 1)
+    if (fread(stream, 1, 2, file) != 2 || stream[1] != 0 || stream[0] != 1)
     {
         LOG_ERROR("Unsupported audio file, not PCM format.");
         return false;
@@ -140,6 +134,7 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
     ALuint frequency;
     if (fread(stream, 1, 4, file) != 4)
         return false;
+
     frequency  = stream[3]<<24;
     frequency |= stream[2]<<16;
     frequency |= stream[1]<<8;
@@ -158,21 +153,21 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
     bits  = stream[1]<<8;
     bits |= stream[0];
     
-    
+
     // Now convert the given channel count and bit depth into an OpenAL format. 
     ALuint format = 0;
-    if(bits == 8)
+    if (bits == 8)
     {
-        if(channels == 1)
+        if (channels == 1)
             format = AL_FORMAT_MONO8;
-        else if(channels == 2)
+        else if (channels == 2)
             format = AL_FORMAT_STEREO8;
     }
-    else if(bits == 16)
+    else if (bits == 16)
     {
-        if(channels == 1)
+        if (channels == 1)
             format = AL_FORMAT_MONO16;
-        else if(channels == 2)
+        else if (channels == 2)
             format = AL_FORMAT_STEREO16;
     }
     else
@@ -191,24 +186,84 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
     // Read how much data is remaining and buffer it up.
     unsigned int dataSize;
     fread(&dataSize, sizeof(int), 1, file);
-    unsigned char* data = new unsigned char[dataSize];
-    if (fread(data, sizeof(unsigned char), dataSize, file) != dataSize)
+
+    char* data = new char[dataSize];
+    if (fread(data, sizeof(char), dataSize, file) != dataSize)
     {
         LOG_ERROR("WAV file missing data.");
         SAFE_DELETE_ARRAY(data);
         return false;
     }
+
     alBufferData(buffer, format, data, dataSize, frequency);
     SAFE_DELETE_ARRAY(data);
     return true;
 }
     
-// TODO:
 bool AudioBuffer::loadOgg(FILE* file, ALuint buffer)
 {
-    LOG_ERROR("Ogg Vorbis not supported yet");
+    OggVorbis_File ogg_file;
+    vorbis_info* info;
+    ALenum format;
+    int result;
+    int section;
+    unsigned int size = 0;
+
+    rewind(file);
+
+    if ((result = ov_open(file, &ogg_file, NULL, 0)) < 0)
+    {
+        fclose(file);
+        LOG_ERROR("Could not open Ogg stream.");
+        return false;
+    }
+
+    info = ov_info(&ogg_file, -1);
+
+    if (info->channels == 1)
+        format = AL_FORMAT_MONO16;
+    else
+        format = AL_FORMAT_STEREO16;
+
+	// size = #samples * #channels * 2 (for 16 bit)
+    unsigned int data_size = ov_pcm_total(&ogg_file, -1) * info->channels * 2;
+    char* data = new char[data_size];
+
+    while (size < data_size)
+    {
+    	result = ov_read(&ogg_file, data + size, data_size - size, 0, 2, 1, &section);
+    	if (result > 0)
+    	{
+    		size += result;
+    	}
+    	else if (result < 0)
+    	{
+    		SAFE_DELETE_ARRAY(data);
+    		LOG_ERROR("OGG file missing data.");
+    		return false;
+    	}
+    	else
+    	{
+    		break;
+    	}
+    }
     
-    return false;
+    if (size == 0)
+    {
+    	SAFE_DELETE_ARRAY(data);
+    	LOG_ERROR("Unable to read OGG data.");
+    	return false;
+    }
+
+    alBufferData(buffer, format, data, data_size, info->rate);
+
+    SAFE_DELETE_ARRAY(data);
+    ov_clear(&ogg_file);
+
+    // ov_clear actually closes the file pointer as well
+    file = 0;
+
+    return true;
 }
 
 }

+ 0 - 4
gameplay/src/AudioBuffer.h

@@ -1,7 +1,3 @@
-/*
- * AudioBuffer.h
- */
-
 #ifndef AUDIOBUFFER_H_
 #define AUDIOBUFFER_H_
 

+ 0 - 4
gameplay/src/AudioController.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioController.cpp
- */
-
 #include "Base.h"
 #include "AudioController.h"
 #include "AudioListener.h"

+ 0 - 4
gameplay/src/AudioController.h

@@ -1,7 +1,3 @@
-/*
- * AudioController.h
- */
-
 #ifndef AUDIOCONTROLLER_H_
 #define AUDIOCONTROLLER_H_
 

+ 0 - 4
gameplay/src/AudioListener.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioListener.cpp
- */
-
 #include "Base.h"
 #include "Node.h"
 #include "AudioListener.h"

+ 0 - 4
gameplay/src/AudioListener.h

@@ -1,7 +1,3 @@
-/*
- * AudioListener.h
- */
-
 #ifndef AUDIOLISTENER_H_
 #define AUDIOLISTENER_H_
 

+ 0 - 4
gameplay/src/AudioSource.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioSource.cpp
- */
-
 #include "Base.h"
 #include "Node.h"
 #include "AudioBuffer.h"

+ 0 - 4
gameplay/src/AudioSource.h

@@ -1,7 +1,3 @@
-/*
- * AudioSource.h
- */
-
 #ifndef AUDIOSOURCE_H_
 #define AUDIOSOURCE_H_
 

+ 1 - 3
gameplay/src/Base.h

@@ -1,6 +1,3 @@
-/*
- * Base.h
- */
 #ifndef BASE_H_
 #define BASE_H_
 
@@ -148,6 +145,7 @@ extern void printError(const char* format, ...);
 #include <OpenAL/al.h>
 #include <OpenAL/alc.h>
 #endif
+#include <vorbis/vorbisfile.h>
 
 // Screen/Window
 #define WINDOW_WIDTH        1024

+ 0 - 4
gameplay/src/BoundingBox.cpp

@@ -1,7 +1,3 @@
-/*
- * BoundingBox.cpp
- */
-
 #include "Base.h"
 #include "BoundingBox.h"
 #include "BoundingSphere.h"

+ 0 - 4
gameplay/src/BoundingBox.h

@@ -1,7 +1,3 @@
-/*
- * BoundingBox.h
- */
-
 #ifndef BOUNDINGBOX_H_
 #define BOUNDINGBOX_H_
 

+ 0 - 4
gameplay/src/BoundingBox.inl

@@ -1,7 +1,3 @@
-/** 
- * BoundingBox.inl
- */
-
 #include "BoundingBox.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/BoundingSphere.cpp

@@ -1,7 +1,3 @@
-/*
- * BoundingSphere.cpp
- */
-
 #include "Base.h"
 #include "BoundingSphere.h"
 #include "BoundingBox.h"

+ 0 - 4
gameplay/src/BoundingSphere.h

@@ -1,7 +1,3 @@
-/*
- * BoundingSphere.h
- */
-
 #ifndef BOUNDINGSPHERE_H_
 #define BOUNDINGSPHERE_H_
 

+ 0 - 4
gameplay/src/BoundingSphere.inl

@@ -1,7 +1,3 @@
-/** 
- * BoundingSphere.inl
- */
-
 #include "BoundingSphere.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/Camera.cpp

@@ -1,7 +1,3 @@
-/*
- * Camera.cpp
- */
-
 #include "Base.h"
 #include "Camera.h"
 #include "Game.h"

+ 0 - 4
gameplay/src/Camera.h

@@ -1,7 +1,3 @@
-/*
- * Camera.h
- */
-
 #ifndef CAMERA_H_
 #define CAMERA_H_
 

+ 0 - 4
gameplay/src/Curve.cpp

@@ -1,7 +1,3 @@
-/*
- * Curve.cpp
- */
-
 #include "Curve.h"
 #include <cassert>
 #include <memory>

+ 0 - 4
gameplay/src/Curve.h

@@ -1,7 +1,3 @@
-/*
- * Curve.h
- */
-
 #ifndef CURVE_H_
 #define CURVE_H_
 

+ 0 - 4
gameplay/src/DebugNew.cpp

@@ -1,7 +1,3 @@
-/**
- * DebugNew.cpp
- */
-
 #ifdef GAMEPLAY_MEM_LEAK_DETECTION
 
 #include <new>

+ 3 - 5
gameplay/src/DebugNew.h

@@ -1,13 +1,11 @@
+#ifndef DEBUGNEW_H_
+#define DEBUGNEW_H_
+
 /**
- * DebugNew.h
- *
  * Global overrides of the new and delete operators for memory tracking.
  * This file is only included when memory leak detection is explicitly
  * request via the pre-processor defintion GAMEPLAY_MEM_LEAK_DETECTION.
  */
-
-#ifndef DEBUGNEW_H_
-#define DEBUGNEW_H_
 #ifdef GAMEPLAY_MEM_LEAK_DETECTION
 
 #include <new>

+ 0 - 4
gameplay/src/DepthStencilTarget.cpp

@@ -1,7 +1,3 @@
-/**
- * DepthStencilTarget.cpp
- */
-
 #include "Base.h"
 #include "DepthStencilTarget.h"
 

+ 0 - 4
gameplay/src/Effect.cpp

@@ -1,7 +1,3 @@
-/**
- * Effect.cpp
- */
-
 #include "Base.h"
 #include "Effect.h"
 #include "FileSystem.h"

+ 0 - 4
gameplay/src/Effect.h

@@ -1,7 +1,3 @@
-/*
- * Effect.h
- */
-
 #ifndef EFFECT_H_
 #define EFFECT_H_
 

+ 0 - 4
gameplay/src/FileSystem.cpp

@@ -1,7 +1,3 @@
-/**
- * FileSystem.cpp
- */
-
 #include "Base.h"
 #include "FileSystem.h"
 

+ 0 - 4
gameplay/src/FileSystem.h

@@ -1,7 +1,3 @@
-/*
- * FileSystem.h
- */
-
 #ifndef FILESYSTEM_H_
 #define FILESYSTEM_H_
 

+ 812 - 25
gameplay/src/Font.cpp

@@ -1,7 +1,3 @@
-/*
- * Font.cpp
- */
-
 #include "Base.h"
 #include "Font.h"
 #include "Game.h"
@@ -173,39 +169,431 @@ void Font::begin()
     _batch->begin();
 }
 
-void Font::drawText(const char* text, int x, int y, const Vector4& color)
+void Font::drawText(const char* text, int x, int y, const Vector4& color, float scale, bool rightToLeft)
 {
+    char* rightToLeftText = NULL;
+    if (rightToLeft)
+    {
+        rightToLeftText = new char[strlen(text) + 1];
+        strcpy(rightToLeftText, text);
+        reverseLines(rightToLeftText);
+    }
+
     const int length = strlen(text);
+    const int size = (int)_size * scale;
     int xPos = x, yPos = y;
     for (int i = 0; i < length; ++i)
-    {
-        char c = text[i];
-        unsigned int index = c - 32; // HACK for ASCII
-        if (index >= 0 && index < _glyphCount)
+    {       
+	    char c = 0;
+        if (rightToLeft)
         {
-            Glyph& g = _glyphs[index];
+            c = rightToLeftText[i];
+        }
+        else
+		{
+            c = text[i];
+        }
 
-            // Draw this character.
-            switch (c)
+        // Draw this character.
+        switch (c)
+        {
+        case ' ':
+            xPos += size>>1;
+            break;
+        case '\r':
+        case '\n':
+            yPos += size;
+            xPos = x;
+            break;
+        case '\t':
+            xPos += (size>>1)*4;
+            break;
+        default:
+            int index = c - 32; // HACK for ASCII
+            if (index >= 0 && index < (int)_glyphCount)
             {
-            case ' ':
-                xPos += _size>>1;
-                break;
-            case '\r':
-            case '\n':
-                yPos += _size;
-                xPos = x;
+                Glyph& g = _glyphs[index];
+                _batch->draw(xPos, yPos, g.width * scale, size, g.uvs[0], g.uvs[1], g.uvs[2], g.uvs[3], color);
+                xPos += g.width * scale + (size>>3);
                 break;
-            case '\t':
-                xPos += (_size>>1)+4;
-                break;
-            default:
-                _batch->draw(xPos, yPos, g.width, _size, g.uvs[0], g.uvs[1], g.uvs[2], g.uvs[3], color);
-                xPos += g.width + (_size>>3);
+            }
+        }
+    }
+
+    SAFE_DELETE(rightToLeftText);
+}
+
+void Font::drawText(const char* text, const Rectangle& area, const Vector4& color, float scale, Justify justify, bool wrap, bool rightToLeft)
+{
+    char* token = const_cast<char*>(text);
+    const int length = strlen(text);
+    const int fontSize = (int)(_size * scale);
+    int yPos = area.y;
+
+    Justify vAlign = static_cast<Justify>(justify & 0xF0);
+    if (vAlign == 0)
+    {
+        vAlign = ALIGN_TOP;
+    }
+
+    Justify hAlign = static_cast<Justify>(justify & 0x0F);
+    if (hAlign == 0)
+    {
+        hAlign = ALIGN_LEFT;
+    }
+
+    char* rightToLeftText = NULL;
+    if (rightToLeft)
+    {
+        rightToLeftText = new char[strlen(text) + 1];
+        strcpy(rightToLeftText, text);
+        token = rightToLeftText;
+    }
+    else
+    {
+        token = const_cast<char*>(text);
+    }
+
+    // For alignments other than top-left, need to calculate the y position to begin drawing from
+    // and the starting x position of each line.  For right-to-left text that wraps, need to insert
+    // newlines where lines wrap even for top-left alignment.
+    std::vector<int> xPositions;
+    if (vAlign != ALIGN_TOP || hAlign != ALIGN_LEFT || (rightToLeft && wrap))
+    {
+        int lineWidth = 0;
+        int delimWidth = 0;
+
+        if (wrap)
+        {
+            // Go a word at a time.
+            bool reachedEOF = false;
+            while (token[0] != 0)
+            {
+                unsigned int tokenWidth = 0;
+
+                // Handle delimiters until next token.
+                char delimiter = token[0];
+                while (delimiter == ' ' ||
+                       delimiter == '\t' ||
+                       delimiter == '\r' ||
+                       delimiter == '\n' ||
+                       delimiter == 0)
+                {
+                    switch (delimiter)
+                    {
+                        case ' ':
+                            delimWidth += fontSize>>1;
+                            break;
+                        case '\r':
+                        case '\n':
+                            yPos += fontSize;
+
+                            if (lineWidth > 0)
+                            {
+                                int hWhitespace = area.width - lineWidth;
+                                if (hAlign == ALIGN_HCENTER)
+                                {
+                                    xPositions.push_back(area.x + hWhitespace / 2);
+                                }
+                                else if (hAlign == ALIGN_RIGHT)
+                                {
+                                    xPositions.push_back(area.x + hWhitespace);
+                                }
+                            }
+
+                            lineWidth = 0;
+                            delimWidth = 0;
+                            break;
+                        case '\t':
+                            delimWidth += (fontSize>>1)*4;
+                            break;
+                        case 0:
+                            reachedEOF = true;
+                            break;
+                    }
+
+                    if (reachedEOF)
+                    {
+                        break;
+                    }
+
+                    token++;
+                    delimiter = token[0];
+                }
+
+                if (reachedEOF || token == NULL)
+                {
+                    break;
+                }
+
+                unsigned int tokenLength = strcspn(token, " \r\n\t");
+                tokenWidth += getTokenWidth(token, tokenLength, scale);
+
+                // Wrap if necessary.
+                if (lineWidth + tokenWidth + delimWidth > area.width)
+                {
+                    yPos += fontSize;
+
+                    // Push position of current line.
+                    int hWhitespace = area.width - lineWidth;
+
+                    if (hAlign == ALIGN_HCENTER)
+                    {
+                        xPositions.push_back(area.x + hWhitespace / 2);
+                    }
+                    else if (hAlign == ALIGN_RIGHT)
+                    {
+                        xPositions.push_back(area.x + hWhitespace);
+                    }
+
+                    if (rightToLeft)
+                    {
+                        // Is this sane?
+                        token[-1] = '\n';
+                    }
+
+                    // Move token to the next line.
+                    lineWidth = 0;
+                    delimWidth = 0;
+                }
+                else
+                {
+                    lineWidth += delimWidth;
+                    delimWidth = 0;
+                }
+
+                lineWidth += tokenWidth;
+                token += tokenLength;
+            }
+
+            // Final calculation of vertical position.
+            int textHeight = yPos - area.y;
+            int vWhiteSpace = area.height - textHeight;
+            if (vAlign == ALIGN_VCENTER)
+            {
+                yPos = area.y + vWhiteSpace / 2;
+            }
+            else if (vAlign == ALIGN_BOTTOM)
+            {
+                yPos = area.y + vWhiteSpace;
+            }
+
+            // Calculation of final horizontal position.
+            int hWhitespace = area.width - lineWidth;
+            if (hAlign == ALIGN_HCENTER)
+            {
+                xPositions.push_back(area.x + hWhitespace / 2);
+            }
+            else if (hAlign == ALIGN_RIGHT)
+            {
+                xPositions.push_back(area.x + hWhitespace);
+            }
+        }
+        else
+        {
+            // Go a line at a time.
+            while (token[0] != 0)
+            {
+                char delimiter = token[0];
+                while (delimiter == '\n')
+                {
+                    yPos += fontSize;
+                    ++token;
+                    delimiter = token[0];
+                }
+
+                unsigned int tokenLength = strcspn(token, "\n");
+                if (tokenLength == 0)
+                {
+                    tokenLength = strlen(token);
+                }
+
+                int lineWidth = getTokenWidth(token, tokenLength, scale);
+                int whitespace = area.width - lineWidth;
+                if (hAlign == ALIGN_HCENTER)
+                {
+                    xPositions.push_back(area.x + whitespace / 2);
+                }
+                else if (hAlign == ALIGN_RIGHT)
+                {
+                    xPositions.push_back(area.x + whitespace);
+                }
+
+                token += tokenLength;
+            }
+
+            int textHeight = yPos - area.y;
+            int vWhiteSpace = area.height - textHeight;
+            if (vAlign == ALIGN_VCENTER)
+            {
+                yPos = area.y + vWhiteSpace / 2;
+            }
+            else if (vAlign == ALIGN_BOTTOM)
+            {
+                yPos = area.y + vWhiteSpace;
+            }
+        }
+
+        if (vAlign == ALIGN_TOP)
+        {
+            yPos = area.y;
+        }
+    }
+
+    // Now we have the info we need in order to render.
+    int xPos = area.x;
+    std::vector<int>::const_iterator xPositionsIt = xPositions.begin();
+    if (xPositionsIt != xPositions.end())
+    {
+        xPos = *xPositionsIt++;
+    }
+
+    if (rightToLeft)
+    {
+        reverseLines(rightToLeftText);
+        token = rightToLeftText;
+    }
+    else
+    {
+        token = const_cast<char*>(text);
+    }
+
+    while (token[0] != 0)
+    {
+        // Handle delimiters until next token.
+        char delimiter = token[0];
+        bool nextLine = true;
+        bool reachedEOF = false;
+        while (delimiter == ' ' ||
+               delimiter == '\t' ||
+               delimiter == '\r' ||
+               delimiter == '\n' ||
+               delimiter == 0)
+        {
+            switch (delimiter)
+            {
+                case ' ':
+                    xPos += fontSize>>1;
+                    break;
+                case '\r':
+                case '\n':
+                    yPos += fontSize;
+
+                    // Only use next xPos for first newline character (in case of multiple consecutive newlines).
+                    if (nextLine)
+                    {
+                        if (xPositionsIt != xPositions.end())
+                        {
+                            xPos = *xPositionsIt++;
+                        }
+                        else
+                        {
+                            xPos = area.x;
+                        }
+                        nextLine = false;
+                    }
+                    break;
+                case '\t':
+                    xPos += (fontSize>>1)*4;
+                    break;
+                case 0:
+                    reachedEOF = true;
+                    break;
+            }
+
+            if (reachedEOF)
+            {
                 break;
             }
+
+            token++;
+            delimiter = token[0];
+        }
+
+        if (reachedEOF || token == NULL)
+        {
+            break;
+        }
+
+        unsigned int tokenLength = strcspn(token, " \r\n\t");
+        delimiter = token[tokenLength];
+        bool truncated = false;
+        unsigned int tokenWidth = getTokenWidth(token, tokenLength, scale);
+
+        // Wrap if necessary.
+        if (wrap &&
+            xPos + tokenWidth > area.x + area.width)
+        {
+            yPos += fontSize;
+
+            if (xPositionsIt != xPositions.end())
+            {
+                xPos = *xPositionsIt++;
+            }
+            else
+            {
+                xPos = area.x;
+            }
+        }
+
+        bool draw = true;
+        if (yPos < area.y)
+        {
+            // Skip drawing until linebreak or wrap.
+            draw = false;
+        }
+        else if (yPos > area.y + area.height)
+        {
+            // Truncate below area's vertical limit.
+            break;
+        }
+
+        for (unsigned int i = 0; i < tokenLength; ++i)
+        {
+            char c = token[i];
+            int glyphIndex = c - 32; // HACK for ASCII
+        
+            if (glyphIndex >= 0 && glyphIndex < (int)_glyphCount)
+            {
+                Glyph& g = _glyphs[glyphIndex];
+
+                if (xPos + (int)(g.width*scale) >= area.x + area.width)
+                {
+                    // Truncate this line and go on to the next one.
+                    truncated = true;
+                    break;
+                }
+                else if (xPos >= area.x)
+                {
+                    // Draw this character.
+                    if (draw)
+                    {
+                        _batch->draw(xPos, yPos, g.width * scale, fontSize, g.uvs[0], g.uvs[1], g.uvs[2], g.uvs[3], color);
+                    }
+                }
+                xPos += g.width*scale + (fontSize>>3);
+            }
+        }
+
+        if (!truncated)
+        {
+            // Get next token.
+            token += tokenLength;
+        }
+        else
+        {
+            // Skip the rest of this line.
+            unsigned int tokenLength = strcspn(token, "\n");
+
+            if (tokenLength > 0)
+            {                
+                // Get first token of next line.
+                token += tokenLength;
+            }
         }
     }
+
+    SAFE_DELETE(rightToLeftText);
 }
 
 void Font::end()
@@ -213,4 +601,403 @@ void Font::end()
     _batch->end();
 }
 
+void Font::measureText(const char* text, unsigned int* width, unsigned int* height, float scale)
+{
+    const int length = strlen(text);
+    char* token = const_cast<char*>(text);
+    unsigned int fontSize = _size * scale;
+
+    *width = 0;
+    *height = 0;
+
+    // Measure a line at a time.
+    while (token[0] != 0)
+    {
+        while (token[0] == '\n')
+        {
+            *height += fontSize;
+            ++token;
+        }
+
+        unsigned int tokenLength = strcspn(token, "\n");
+        unsigned int tokenWidth = getTokenWidth(token, tokenLength, scale);
+        if (tokenWidth > *width)
+        {
+            *width = tokenWidth;
+        }
+
+        token += tokenLength;
+    }
+}
+
+void Font::measureText(const char* text, Rectangle* out, const Rectangle& viewport, float scale, Justify justify, bool wrap, bool clipped)
+{
+    Justify vAlign = static_cast<Justify>(justify & 0xF0);
+    if (vAlign == 0)
+    {
+        vAlign = ALIGN_TOP;
+    }
+
+    Justify hAlign = static_cast<Justify>(justify & 0x0F);
+    if (hAlign == 0)
+    {
+        hAlign = ALIGN_LEFT;
+    }
+
+    int fontSize = (int)(_size * scale);
+    char* token = const_cast<char*>(text);
+    std::vector<bool> emptyLines;
+    std::vector<Vector2> lines;
+
+    unsigned int lineWidth = 0;
+    int yPos = viewport.y;
+
+    if (wrap)
+    {
+        unsigned int delimWidth = 0;
+        bool reachedEOF = false;
+        while (token[0] != 0)
+        {
+            // Handle delimiters until next token.
+            char delimiter = token[0];
+            while (delimiter == ' ' ||
+                    delimiter == '\t' ||
+                    delimiter == '\r' ||
+                    delimiter == '\n' ||
+                    delimiter == 0)
+            {
+                switch (delimiter)
+                {
+                    case ' ':
+                        delimWidth += fontSize>>1;
+                        break;
+                    case '\r':
+                    case '\n':
+                        // Add line-height to vertical cursor.
+                        yPos += fontSize;
+
+                        if (lineWidth > 0)
+                        {
+                            // Determine horizontal position and width.
+                            int hWhitespace = viewport.width - lineWidth;
+                            int xPos = viewport.x;
+                            if (hAlign == ALIGN_HCENTER)
+                            {
+                                xPos += hWhitespace / 2;
+                            }
+                            else if (hAlign == ALIGN_RIGHT)
+                            {
+                                xPos += hWhitespace;
+                            }
+
+                            // Record this line's size.
+                            emptyLines.push_back(false);
+                            lines.push_back(Vector2(xPos, lineWidth));
+                        }
+                        else
+                        {
+                            // Record the existence of an empty line.
+                            emptyLines.push_back(true);
+                            lines.push_back(Vector2(FLT_MAX, 0));
+                        }
+
+                        lineWidth = 0;
+                        delimWidth = 0;
+                        break;
+                    case '\t':
+                        delimWidth += (fontSize>>1)*4;
+                        break;
+                    case 0:
+                        reachedEOF = true;
+                        break;
+                }
+
+                if (reachedEOF)
+                {
+                    break;
+                }
+
+                token++;
+                delimiter = token[0];
+            }
+
+            if (reachedEOF)
+            {
+                break;
+            }
+
+            // Measure the next token.
+            unsigned int tokenLength = strcspn(token, " \r\n\t");
+            unsigned int tokenWidth = getTokenWidth(token, tokenLength, scale);
+
+            // Wrap if necessary.
+            if (lineWidth + tokenWidth + delimWidth > viewport.width)
+            {
+                // Add line-height to vertical cursor.
+                yPos += fontSize;
+
+                // Determine horizontal position and width.
+                int hWhitespace = viewport.width - lineWidth;
+                int xPos = viewport.x;
+                if (hAlign == ALIGN_HCENTER)
+                {
+                    xPos += hWhitespace / 2;
+                }
+                else if (hAlign == ALIGN_RIGHT)
+                {
+                    xPos += hWhitespace;
+                }
+
+                // Record this line's size.
+                emptyLines.push_back(false);
+                lines.push_back(Vector2(xPos, lineWidth));
+                lineWidth = 0;
+            }
+            else
+            {
+                lineWidth += delimWidth;
+            }
+
+            delimWidth = 0;
+            lineWidth += tokenWidth;
+            token += tokenLength;
+        }
+    }
+    else
+    {
+        // Measure a whole line at a time.
+        int emptyLinesCount = 0;
+        while (token[0] != 0)
+        {
+            // Handle any number of consecutive newlines.
+            bool nextLine = true;
+            while (token[0] == '\n')
+            {
+                if (nextLine)
+                {
+                    // Add line-height to vertical cursor.
+                    yPos += fontSize * (emptyLinesCount+1);
+                    nextLine = false;
+                    emptyLinesCount = 0;
+                    emptyLines.push_back(false);
+                }
+                else
+                {
+                    // Record the existence of an empty line.
+                    ++emptyLinesCount;
+                    emptyLines.push_back(true);
+                    lines.push_back(Vector2(FLT_MAX, 0));
+                }
+                
+                token++;
+            }
+
+            // Measure the next line.
+            unsigned int tokenLength = strcspn(token, "\n");
+            lineWidth = getTokenWidth(token, tokenLength, scale);
+            
+            // Determine horizontal position and width.
+            int xPos = viewport.x;
+            int hWhitespace = viewport.width - lineWidth;
+            if (hAlign == ALIGN_HCENTER)
+            {
+                xPos += hWhitespace / 2;
+            }
+            else if (hAlign == ALIGN_RIGHT)
+            {
+                xPos += hWhitespace;
+            }
+
+            // Record this line's size.
+            lines.push_back(Vector2(xPos, lineWidth));
+
+            token += tokenLength;
+        }
+
+        yPos += fontSize;
+    }
+
+    if (wrap)
+    {
+        // Record the size of the last line.
+        int hWhitespace = viewport.width - lineWidth;
+        int xPos = viewport.x;
+        if (hAlign == ALIGN_HCENTER)
+        {
+            xPos += hWhitespace / 2;
+        }
+        else if (hAlign == ALIGN_RIGHT)
+        {
+            xPos += hWhitespace;
+        }
+
+        lines.push_back(Vector2(xPos, lineWidth));
+    }
+
+    int x = INT_MAX;
+    int y = viewport.y;
+    unsigned int width = 0;
+    int height = yPos - viewport.y;
+
+    // Calculate top of text without clipping.
+    int vWhitespace = viewport.height - height;
+    if (vAlign == ALIGN_VCENTER)
+    {
+        y += vWhitespace / 2;
+    }
+    else if (vAlign == ALIGN_BOTTOM)
+    {
+        y += vWhitespace;
+    }
+
+    int clippedTop = 0;
+    int clippedBottom = 0;
+    if (clipped)
+    {
+        // Trim rect to fit text that would actually be drawn within the given viewport.
+        if (y >= viewport.y)
+        {
+            // Text goes off the bottom of the viewport.
+            clippedBottom = (height - viewport.height) / fontSize + 1;
+            if (clippedBottom > 0)
+            {
+                // Also need to crop empty lines above non-empty lines that have been clipped.
+                unsigned int emptyIndex = emptyLines.size() - clippedBottom;
+                while (emptyIndex < emptyLines.size() && emptyLines[emptyIndex] == true)
+                {
+                    height -= fontSize;
+                    emptyIndex++;
+                }
+
+                height -= fontSize * clippedBottom;
+            }
+            else
+            {
+                clippedBottom = 0;
+            }
+        }
+        else
+        {
+            // Text goes above the top of the viewport.
+            clippedTop = (viewport.y - y) / fontSize + 1;
+            if (clippedTop < 0)
+            {
+                clippedTop = 0;
+            }
+
+            // Also need to crop empty lines below non-empty lines that have been clipped.
+            unsigned int emptyIndex = clippedTop;
+            while (emptyIndex < emptyLines.size() && emptyLines[emptyIndex] == true)
+            {
+                y += fontSize;
+                height -= fontSize;
+                emptyIndex++;
+            }
+
+            if (vAlign == ALIGN_VCENTER)
+            {
+                // In this case lines may be clipped off the bottom as well.
+                clippedBottom = (height - viewport.height + vWhitespace/2 + 0.01) / fontSize + 1;
+                if (clippedBottom > 0)
+                {
+                    emptyIndex = emptyLines.size() - clippedBottom;
+                    while (emptyIndex < emptyLines.size() && emptyLines[emptyIndex] == true)
+                    {
+                        height -= fontSize;
+                        emptyIndex++;
+                    }
+
+                    height -= fontSize * clippedBottom;
+                }
+                else
+                {
+                    clippedBottom = 0;
+                }
+            }
+
+            y = y + fontSize * clippedTop;
+            height = height - fontSize * clippedTop;
+        }
+    }
+
+    // Determine left-most x coordinate and largest width out of lines that have not been clipped.
+    for (unsigned int i = clippedTop; i < lines.size() - clippedBottom; ++i)
+    {
+        if (lines[i].x < x)
+        {
+            x = lines[i].x;
+        }
+        if (lines[i].y > width)
+        {
+            width = lines[i].y;
+        }
+    }
+
+    if (clipped)
+    {
+        // Guarantee that the output rect will fit within the viewport.
+        out->x = (x >= viewport.x)? x : viewport.x;
+        out->y = (y >= viewport.y)? y : viewport.y;
+        out->width = (width <= viewport.width)? width : viewport.width;
+        out->height = (height <= viewport.height)? height : viewport.height;
+    }
+    else
+    {
+        out->x = x;
+        out->y = y;
+        out->width = width;
+        out->height = height;
+    }
+}
+
+unsigned int Font::getTokenWidth(const char* token, unsigned int length, float scale)
+{
+    // Calculate width of word or line.
+    unsigned int tokenWidth = 0;
+    const int size = (int)(_size * scale);
+    for (unsigned int i = 0; i < length; ++i)
+    {
+        char c = token[i];
+        switch (c)
+        {
+        case ' ':
+            tokenWidth += size>>1;
+            break;
+        case '\t':
+            tokenWidth += (size>>1)*4;
+            break;
+        default:
+            int glyphIndex = c - 32;
+            if (glyphIndex >= 0 && glyphIndex < (int)_glyphCount)
+            {
+                Glyph& g = _glyphs[glyphIndex];
+                tokenWidth += g.width * scale + (size>>3);
+            }
+            break;
+        }
+    }
+
+    return tokenWidth;
+}
+
+void Font::reverseLines(char* text)
+{
+    // Naive approach: reverse each line, then render left-to-right as usual.
+    while (text[0] != 0)
+    {
+        while (text[0] == '\n')
+        {
+            ++text;
+        }
+
+        unsigned int textLength = strcspn(text, "\n");
+
+        std::string line = std::string(text, textLength);
+        std::string reversedLine = std::string(line.rbegin(), line.rend());
+        memcpy(text, reversedLine.c_str(), textLength);
+
+        text += textLength;
+    }
+}
+
 }

+ 73 - 6
gameplay/src/Font.h

@@ -1,7 +1,3 @@
-/*
- * Font.h
- */
-
 #ifndef FONT_H_
 #define FONT_H_
 
@@ -30,6 +26,33 @@ public:
         BOLD_ITALIC = 4
     };
 
+    /**
+     * Defines the set of allowable alignments when drawing text.
+     */
+    enum Justify
+    {
+        // Specify horizontal alignment, use default vertical alignment (ALIGN_TOP).
+        ALIGN_LEFT = 0x01,
+        ALIGN_HCENTER = 0x02,
+        ALIGN_RIGHT = 0x04,
+    
+        // Specify vertical alignment, use default horizontal alignment (ALIGN_LEFT).
+        ALIGN_TOP = 0x10,
+        ALIGN_VCENTER = 0x20,
+        ALIGN_BOTTOM = 0x40,
+
+        // Specify both vertical and horizontal alignment.
+        ALIGN_TOP_LEFT = ALIGN_TOP | ALIGN_LEFT,
+        ALIGN_VCENTER_LEFT = ALIGN_VCENTER | ALIGN_LEFT,
+        ALIGN_BOTTOM_LEFT = ALIGN_BOTTOM | ALIGN_LEFT,
+        ALIGN_TOP_HCENTER = ALIGN_TOP | ALIGN_HCENTER,
+        ALIGN_VCENTER_HCENTER = ALIGN_VCENTER | ALIGN_HCENTER,
+        ALIGN_BOTTOM_HCENTER = ALIGN_BOTTOM | ALIGN_HCENTER,
+        ALIGN_TOP_RIGHT = ALIGN_TOP | ALIGN_RIGHT,
+        ALIGN_VCENTER_RIGHT = ALIGN_VCENTER | ALIGN_RIGHT,
+        ALIGN_BOTTOM_RIGHT = ALIGN_BOTTOM | ALIGN_RIGHT
+    };
+
     /**
      * Defines a font glyph within the texture map for a font.
      */
@@ -92,20 +115,60 @@ public:
     void begin();
 
     /**
-     * Draws the specified text.
+     * Draws the specified text in a solid color, with a scaling factor.
      *
      * @param text The text to draw.
      * @param x The viewport x position to draw text at.
      * @param y The viewport y position to draw text at.
      * @param color The color of text.
+     * @param scale The scaling factor.
      */
-    void drawText(const char* text, int x, int y, const Vector4& color);
+    void drawText(const char* text, int x, int y, const Vector4& color, float scale = 1.0f, bool rightToLeft = false);
+
+    /**
+     * Draws the specified text within a rectangular area, with a specified alignment and scale.
+     * Clips text outside the viewport.  Optionally wraps text to fit within the width of the viewport.
+     *
+     * @param text The text to draw.
+     * @param viewport The viewport area to draw within.  Text starts from the top-left of this rectangle.
+     * @param color The color of text.
+     * @param scale The text's scaling factor.
+     * @param justify Justification of text within the viewport.
+     * @param wrap Wraps text to fit within the width of the viewport if true.
+     */
+    void drawText(const char* text, const Rectangle& viewport, const Vector4& color, float scale = 1.0f,
+                  Justify justify = ALIGN_TOP_LEFT, bool wrap = true, bool rightToLeft = false);
 
     /**
      * Ends text drawing for this font.
      */
     void end();
 
+    /**
+     * Measures a string's width and height without alignment, wrapping or clipping.
+     *
+     * @param text The text to measure.
+     * @param width Destination for the text's width.
+     * @param height Destination for the text's height.
+     */
+    void measureText(const char* text, unsigned int* width, unsigned int* height, float scale = 1.0f);
+
+    /**
+     * Measures a string's bounding box after alignment, wrapping and clipping within a viewport.
+     *
+     * @param text The text to measure.
+     * @param out Destination rectangle to store the bounds in.
+     * @param viewport The viewport area to align, wrap and clip text within while measuring.
+     * @param scale The scaling factor to apply.
+     * @param justify Justification of text within the viewport.
+     * @param wrap Whether to measure text with wrapping applied.
+     * @param clipped Whether to clip 'out' to the viewport.  Set true for the bounds of what would actually be drawn
+     *                within the given viewport; false for bounds that are guaranteed to fit the entire string of text.
+     */
+    void measureText(const char* text, Rectangle* out, const Rectangle& viewport,
+                     float scale = 1.0f, Justify justify = ALIGN_TOP_LEFT, bool wrap = true, bool clipped = true);
+
+
 private:
 
     /**
@@ -123,6 +186,10 @@ private:
      */
     ~Font();
 
+    // Utilities
+    unsigned int getTokenWidth(const char* token, unsigned int length, float scale);
+    void reverseLines(char* text);
+
     std::string _path;
     std::string _id;
     std::string _family;

+ 0 - 4
gameplay/src/Frustum.cpp

@@ -1,7 +1,3 @@
-/*
- * Frustum.cpp
- */
-
 #include "Base.h"
 #include "Frustum.h"
 #include "BoundingSphere.h"

+ 0 - 4
gameplay/src/Frustum.h

@@ -1,7 +1,3 @@
-/*
- * Frustum.h
- */
-
 #ifndef FRUSTUM_H_
 #define FRUSTUM_H_
 

+ 0 - 4
gameplay/src/Game.cpp

@@ -1,7 +1,3 @@
-/*
- * Game.cpp
- */
-
 #include "Base.h"
 #include "Game.h"
 #include "Platform.h"

+ 0 - 4
gameplay/src/Game.h

@@ -1,7 +1,3 @@
-/*
- * Game.h
- */
-
 #ifndef GAME_H_
 #define GAME_H_
 

+ 0 - 4
gameplay/src/Input.cpp

@@ -1,7 +1,3 @@
-/*
- * Input.cpp
- */
-
 #include "Base.h"
 #include "Input.h"
 #include "Platform.h"

+ 0 - 4
gameplay/src/Input.h

@@ -1,7 +1,3 @@
-/*
- * Input.h
- */
-
 #ifndef INPUT_H_
 #define INPUT_H_
 

+ 0 - 4
gameplay/src/Joint.cpp

@@ -1,7 +1,3 @@
-/*
- * Joint.cpp
- */
-
 #include "Base.h"
 #include "Joint.h"
 #include "MeshSkin.h"

+ 0 - 4
gameplay/src/Joint.h

@@ -1,7 +1,3 @@
-/*
- * Joint.h
- */
-
 #ifndef JOINT_H_
 #define JOINT_H_
 

+ 0 - 4
gameplay/src/Light.cpp

@@ -1,7 +1,3 @@
-/*
- * Light.cpp
- */
-
 #include "Base.h"
 #include "Light.h"
 #include "Node.h"

+ 0 - 4
gameplay/src/Light.h

@@ -1,7 +1,3 @@
-/*
- * Light.h
- */
-
 #ifndef LIGHT_H_
 #define LIGHT_H_
 

+ 0 - 4
gameplay/src/Material.cpp

@@ -1,7 +1,3 @@
-/**
- * Material.cpp
- */
-
 #include "Base.h"
 #include "Material.h"
 #include "FileSystem.h"

+ 0 - 4
gameplay/src/Material.h

@@ -1,7 +1,3 @@
-/*
- * Material.h
- */
-
 # ifndef MATERIAL_H_
 # define MATERIAL_H_
 

+ 0 - 4
gameplay/src/MaterialParameter.cpp

@@ -1,7 +1,3 @@
-/*
- * MaterialParameter.cpp
- */
-
 #include "Base.h"
 #include "MaterialParameter.h"
 

+ 0 - 4
gameplay/src/MaterialParameter.h

@@ -1,7 +1,3 @@
-/*
- * MaterialParameter.h
- */
-
 #ifndef MATERIALPARAMETER_H_
 #define MATERIALPARAMETER_H_
 

+ 0 - 3
gameplay/src/Matrix.cpp

@@ -1,6 +1,3 @@
-/*
- * Matrix.cpp
- */
 #include "Base.h"
 #include "Matrix.h"
 #include "Quaternion.h"

+ 0 - 4
gameplay/src/Matrix.h

@@ -1,7 +1,3 @@
-/*
- * Matrix.h
- */
-
 #ifndef MATRIX_H_
 #define MATRIX_H_
 

+ 0 - 4
gameplay/src/Matrix.inl

@@ -1,7 +1,3 @@
-/** 
- * Matrix.inl
- */
-
 #include "Matrix.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/Mesh.cpp

@@ -1,7 +1,3 @@
-/*
- * Mesh.cpp
- */
-
 #include "Base.h"
 #include "Mesh.h"
 #include "MeshPart.h"

+ 0 - 4
gameplay/src/Mesh.h

@@ -1,7 +1,3 @@
-/*
- * Mesh.h
- */
-
 #ifndef MESH_H_
 #define MESH_H_
 

+ 0 - 4
gameplay/src/MeshPart.cpp

@@ -1,7 +1,3 @@
-/*
- * MeshPart.cpp
- */
-
 #include "Base.h"
 #include "MeshPart.h"
 

+ 0 - 4
gameplay/src/MeshPart.h

@@ -1,7 +1,3 @@
-/*
- * MeshPart.h
- */
-
 #ifndef MESHPART_H_
 #define MESHPART_H_
 

+ 0 - 4
gameplay/src/MeshSkin.cpp

@@ -1,7 +1,3 @@
-/*
- * MeshSkin.cpp
- */
-
 #include "Base.h"
 #include "MeshSkin.h"
 #include "Joint.h"

+ 0 - 4
gameplay/src/MeshSkin.h

@@ -1,7 +1,3 @@
-/*
- * MeshSkin.h
- */
-
 #ifndef MESHSKIN_H_
 #define MESHSKIN_H_
 

+ 0 - 4
gameplay/src/Model.cpp

@@ -1,7 +1,3 @@
-/*
- * Model.cpp
- */
-
 #include "Base.h"
 #include "Model.h"
 #include "MeshPart.h"

+ 0 - 4
gameplay/src/Model.h

@@ -1,7 +1,3 @@
-/*
- * Model.h
- */
-
 #ifndef MODEL_H_
 #define MODEL_H_
 

+ 0 - 4
gameplay/src/Node.cpp

@@ -1,7 +1,3 @@
-/*
- * Node.cpp
- */
-
 #include "Base.h"
 #include "Node.h"
 #include "Scene.h"

+ 0 - 4
gameplay/src/Node.h

@@ -1,7 +1,3 @@
-/*
- * Node.h
- */
-
 #ifndef NODE_H_
 #define NODE_H_
 

+ 0 - 4
gameplay/src/Package.cpp

@@ -1,7 +1,3 @@
-/*
- * Package.cpp
- */
-
 #include "Base.h"
 #include "Package.h"
 #include "FileSystem.h"

+ 0 - 4
gameplay/src/Package.h

@@ -1,7 +1,3 @@
-/*
- * Package.h
- */
-
 #ifndef PACKAGE_H_
 #define PACKAGE_H_
 

+ 6 - 10
gameplay/src/ParticleEmitter.cpp

@@ -1,7 +1,3 @@
-/*
- * ParticleEmitter.cpp
- */
-
 #include "Base.h"
 #include "ParticleEmitter.h"
 #include "Game.h"
@@ -9,16 +5,16 @@
 #include "Quaternion.h"
 #include "Properties.h"
 
-#define PARTICLE_COUNT_MAX              100
-#define EMISSION_RATE                   10
-#define EMISSION_RATE_TIME_INTERVAL     1000.0f / (float)EMISSION_RATE
+#define PARTICLE_COUNT_MAX                       100
+#define PARTICLE_EMISSION_RATE                   10
+#define PARTICLE_EMISSION_RATE_TIME_INTERVAL     1000.0f / (float)PARTICLE_EMISSION_RATE
 
 namespace gameplay
 {
 
 ParticleEmitter::ParticleEmitter(SpriteBatch* batch, unsigned int particleCountMax) :
     _particleCountMax(particleCountMax), _particleCount(0), _particles(NULL),
-    _emissionRate(EMISSION_RATE), _started(false), _ellipsoid(false),
+    _emissionRate(PARTICLE_EMISSION_RATE), _started(false), _ellipsoid(false),
     _sizeStartMin(1.0f), _sizeStartMax(1.0f), _sizeEndMin(1.0f), _sizeEndMax(1.0f),
     _energyMin(1000L), _energyMax(1000L),
     _colorStart(Vector4::zero()), _colorStartVar(Vector4::zero()), _colorEnd(Vector4::one()), _colorEndVar(Vector4::zero()),
@@ -31,7 +27,7 @@ ParticleEmitter::ParticleEmitter(SpriteBatch* batch, unsigned int particleCountM
     _spriteBatch(batch), _spriteTextureBlending(BLEND_TRANSPARENT),  _spriteTextureWidth(0), _spriteTextureHeight(0), _spriteTextureWidthRatio(0), _spriteTextureHeightRatio(0), _spriteTextureCoords(NULL),
     _spriteAnimated(false),  _spriteLooped(false), _spriteFrameCount(1), _spriteFrameRandomOffset(0),_spriteFrameDuration(0L), _spriteFrameDurationSecs(0.0f), _spritePercentPerFrame(0.0f),
     _node(NULL), _orbitPosition(false), _orbitVelocity(false), _orbitAcceleration(false),
-    _timePerEmission(EMISSION_RATE_TIME_INTERVAL), _timeLast(0L), _timeRunning(0L)
+    _timePerEmission(PARTICLE_EMISSION_RATE_TIME_INTERVAL), _timeLast(0L), _timeRunning(0L)
 {
     _particles = new Particle[particleCountMax];
 
@@ -137,7 +133,7 @@ ParticleEmitter* ParticleEmitter::create(const char* particleFile)
     unsigned int emissionRate = (unsigned int)particle->getInt("emissionRate");
     if (emissionRate == 0)
     {
-        emissionRate = EMISSION_RATE;
+        emissionRate = PARTICLE_EMISSION_RATE;
     }
 
     bool ellipsoid = particle->getBool("ellipsoid");

+ 58 - 53
gameplay/src/ParticleEmitter.h

@@ -1,7 +1,3 @@
-/*
- * ParticleEmitter.h
- */
-
 #ifndef PARTICLEEMITTER_H_
 #define PARTICLEEMITTER_H_
 
@@ -39,52 +35,55 @@ class Node;
  * simply set the minimum to the same value as the maximum for that property or set its
  * variance to the zero vector.
  *
- * Scalar Properties:
+ * <h2>Scalar properties:</h2>
  *
- * Begin-Size: 
+ * Begin-Size: \n
  * The size of a newly emitted particle.
  *
- * End-Size: 
+ * End-Size: \n
  * The size of a particle at the end of its lifetime.  A particle's size will
  * interpolate linearly between its begin-size and end-size over its lifetime.
  *
- * Energy: 
+ * Energy: \n
  * The length of time a particle will remain alive for.
  *
- * Vector properties:
+ * RotationSpeedPerParticle: \n
+ * The speed and direction a particle will spin.  Since particles are
+ * rendered as billboards, no axis of rotation can be specified per particle.
+ * Each particles rotates around their center points, around the z-axis in
+ * screen space.
+ *
+ * RotationSpeed:\n
+ * The speed a particle will spin around its RotationAxis in world space.
+ * (See RotationAxis under "Vector properties" below.)
+ *
+ *
+ * <h2>Vector properties:</h2>
  * 
- * Initial Position: 
+ * Initial Position: \n
  * The position of a new particle at the moment it is emitted, relative
  * to the node its ParticleEmitter is set on.  This property is unique
  * in that the initial positions of new particles can be restricted to
  * fit within an ellipsoidal domain; see setEllipsoid().
  *
- * Initial Velocity: 
+ * Initial Velocity: \n
  * The velocity of a new particle at the moment it is emitted.  This
  * property is measured in world coordinates per second and modifies
  * a particle's current position each time ParticleEmitter::update()
  * is called.
  *
- * Acceleration:
+ * Acceleration:\n
  * The particle's change in velocity, measured in world coordinates per second.
  * This property modifies a particle's current position each time 
  * ParticleEmitter::update() is called.
  *
- * Color: 
+ * Color: \n
  * The color of a particle at the end of its lifetime.  A particle's color
  * will interpolate linearly between its begin-color and end-color over its lifetime.
  *
- * RotationSpeedPerParticle: 
- * The speed and direction a particle will spin.  Since particles are
- * rendered as billboards, no axis of rotation can be specified per particle.
- * Each particles rotates around their center points, around the z-axis in
- * screen space.
- *
- * RotationAxis: 
- * The rotation axis at which the emmiter emits particles around.
- *
- * RotationSpeed:
- * The speed at which the 
+ * RotationAxis: \n
+ * An axis in world space around which all particles will spin, allowing for tornado and
+ * spiral effects.
  *
  * The vector properties Initial Position, Initial Velocity and Acceleration can be set to
  * orbit around the origin of a node a ParticleEmitter is set on by that node's rotation matrix.
@@ -96,7 +95,7 @@ class Node;
  * order for gravity to continue to act in the same direction on water particles, no matter
  * what direction they were originally aimed.
  * 
- * Rendering properties:
+ * <h2>Rendering properties:</h2>
  *
  * Particles are rendered as screen-facing billboards -- that is, the ParticleEmitter's texture
  * is used to render particles as images that always face the camera.  For the simplest case,
@@ -105,29 +104,35 @@ class Node;
  * for each particle, or to render each particle as a sprite that animates through the frames
  * over the course of its lifetime.
  *
- * Frame Count: The number of individual images / frames contained in the texture.
+ * Frame Count: \n
+ * The number of individual images / frames contained in the texture.
  *
- * Texture Coordinates: The coordinates within the texture used to render a specific frame.
- *                      Using a texture that places the frames together, without padding,
- *                      in left-to-right top-to-bottom order is recommended, as there is a utility
- *                      method for generating the texture coordinates for such a texture atlas /
- *                      sprite-map.  See setSpriteFrameCoords().
+ * Texture Coordinates: \n
+ * The coordinates within the texture used to render a specific frame.
+ * Using a texture that places the frames together, without padding,
+ * in left-to-right top-to-bottom order is recommended, as there is a utility
+ * method for generating the texture coordinates for such a texture atlas /
+ * sprite-map.  See setSpriteFrameCoords().
  *
- * Sprite Animating: Set this to enable sprite animation.
+ * Sprite Animating: \n
+ * Set this to enable sprite animation.
  *
- * Sprite Looped: If sprites are set to loop, each frame will last for the emitter's frameDuration.
- *                If sprites are set not to loop, the animation will be timed so that the last frame
- *                finishes just as a particle dies.  This setting has no effect if the sprite is not
- *                animating.
+ * Sprite Looped: \n
+ * If sprites are set to loop, each frame will last for the emitter's frameDuration.
+ * If sprites are set not to loop, the animation will be timed so that the last frame
+ * finishes just as a particle dies.  This setting has no effect if the sprite is not
+ * animating.
  *
- * Sprite Random Offset: New particles are created with one of the sprite frames in the emitter's texture.
- *                       If a maximum offset is set, a random frame from 0 to maxOffset will be selected.
- *                       If sprite animation is disabled and this offset is set to Frame Count, each
- *                       particle will use one of the sprite frames for its entire lifetime.
+ * Sprite Random Offset: \n
+ * New particles are created with one of the sprite frames in the emitter's texture.
+ * If a maximum offset is set, a random frame from 0 to maxOffset will be selected.
+ * If sprite animation is disabled and this offset is set to Frame Count, each
+ * particle will use one of the sprite frames for its entire lifetime.
  *
- * Blend Mode: Sets the blend mode used by this particle emitter.  The given blend factors will
- *             be set before rendering the particle system and then will be reset to their original
- *             values.  Accepts the same symbolic constants as glBlendFunc().
+ * Blend Mode: \n
+ * Sets the blend mode used by this particle emitter.  The given blend factors will
+ * be set before rendering the particle system and then will be reset to their original
+ * values.  Accepts the same symbolic constants as glBlendFunc().
  *
  */
 class ParticleEmitter : public Ref
@@ -429,15 +434,15 @@ public:
     float getRotationPerParticleSpeedMax() const;
 
     /**
-    * Sets the rotation for the emiiter with a speed and emitter axis at which a particle rotates around its
-    * rotation axis in space at its speed, measured in radians per second. 
-    * This should not be confused with a particle's rotation per particle.
-    *
-    * @param axis The base rotation axis of emitted particles.
-    * @param axisVariance The variance of the rotation axis of emitted particles.
-    * @param speedMin The minimum rotation speed of emitted particles.
-    * @param speedMax The maximum rotation speed of emitted particles.
-    */
+     * Sets a rotation axis in world space around which all particles will spin,
+     * as well as the minimum and maximum rotation speed around this axis.
+     * This should not be confused with rotation speed per particle.
+     *
+     * @param axis The base rotation axis of emitted particles.
+     * @param axisVariance The variance of the rotation axis of emitted particles.
+     * @param speedMin The minimum rotation speed of emitted particles.
+     * @param speedMax The maximum rotation speed of emitted particles.
+     */
    void setRotation(float speedMin, float speedMax, const Vector3& axis, const Vector3& axisVariance);
 
     /**
@@ -597,7 +602,7 @@ private:
     /**
      * Destructor.
      */
-    virtual ~ParticleEmitter();
+    ~ParticleEmitter();
 
     /**
      * Sets the node that this emitter is attached to.

+ 0 - 4
gameplay/src/Pass.cpp

@@ -1,7 +1,3 @@
-/**
- * Pass.cpp
- */
-
 #include "Base.h"
 #include "Pass.h"
 #include "Technique.h"

+ 0 - 4
gameplay/src/Pass.h

@@ -1,7 +1,3 @@
-/*
- * Pass.h
- */
-
 #ifndef PASS_H_
 #define PASS_H_
 

+ 0 - 4
gameplay/src/PhysicsConstraint.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsConstraint.cpp
- */
-
 #include "PhysicsConstraint.h"
 
 #include "Game.h"

+ 1 - 4
gameplay/src/PhysicsConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsConstraint.h
- */
-
 #ifndef PHYSICSCONSTRAINT_H_
 #define PHYSICSCONSTRAINT_H_
 
@@ -79,6 +75,7 @@ public:
     static Vector3 getTranslationOffset(const Node* node, const Vector3& point);
 
 protected:
+
     /**
      * Constructor.
      */

+ 0 - 4
gameplay/src/PhysicsConstraint.inl

@@ -1,7 +1,3 @@
-/*
- * PhysicsConstraint.inl
- */
-
 #include "PhysicsConstraint.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/PhysicsController.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsController.cpp
- */
-
 #include "Base.h"
 #include "Game.h"
 #include "PhysicsController.h"

+ 11 - 10
gameplay/src/PhysicsController.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsController.h
- */
-
 #ifndef PHYSICSCONTROLLER_H_
 #define PHYSICSCONTROLLER_H_
 
@@ -26,6 +22,7 @@ class PhysicsController
     friend class PhysicsRigidBody;
 
 public:
+
     /**
      * Status listener interface.
      */
@@ -97,8 +94,9 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsGenericConstraint* createGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
-        const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
-        const Quaternion& rotationOffsetB = Quaternion(), const Vector3& translationOffsetB = Vector3());
+                                                     const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
+                                                     const Quaternion& rotationOffsetB = Quaternion(), 
+                                                     const Vector3& translationOffsetB = Vector3());
 
     /**
      * Creates a hinge constraint.
@@ -116,8 +114,9 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsHingeConstraint* createHingeConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
-        const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
-        const Quaternion& rotationOffsetB = Quaternion(), const Vector3& translationOffsetB = Vector3());
+                                                  const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
+                                                  const Quaternion& rotationOffsetB = Quaternion(), 
+                                                  const Vector3& translationOffsetB = Vector3());
 
     /**
      * Creates a socket constraint so that the rigid body (or bodies) is
@@ -142,7 +141,7 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsSocketConstraint* createSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA,
-        PhysicsRigidBody* b = NULL, const Vector3& translationOffsetB = Vector3());
+                                                    PhysicsRigidBody* b = NULL, const Vector3& translationOffsetB = Vector3());
 
     /**
      * Creates a spring constraint so that the rigid body (or bodies) is
@@ -171,7 +170,8 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsSpringConstraint* createSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
-        const Vector3& translationOffsetA, PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+                                                    const Vector3& translationOffsetA, PhysicsRigidBody* b, 
+                                                    const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
 
     /**
      * Gets the gravity vector for the simulated physics world.
@@ -188,6 +188,7 @@ public:
     void setGravity(const Vector3& gravity);
 
 private:
+
     /**
      * Constructor.
      */

+ 1 - 5
gameplay/src/PhysicsFixedConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsFixedConstraint.cpp
- */
-
 #include "PhysicsFixedConstraint.h"
 
 namespace gameplay
@@ -18,7 +14,7 @@ PhysicsFixedConstraint::PhysicsFixedConstraint(PhysicsRigidBody* a, PhysicsRigid
 
 PhysicsFixedConstraint::~PhysicsFixedConstraint()
 {
-    // DUMMY FUNCTION
+    // Not used.
 }
 
 }

+ 1 - 4
gameplay/src/PhysicsFixedConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsFixedConstraint.h
- */
-
 #ifndef PHYSICSFIXEDCONSTRAINT_H_
 #define PHYSICSFIXEDCONSTRAINT_H_
 
@@ -23,6 +19,7 @@ class PhysicsFixedConstraint : public PhysicsGenericConstraint
     friend class PhysicsController;
 
 protected:
+
     /**
      * @see PhysicsGenericConstraint
      */

+ 0 - 4
gameplay/src/PhysicsFixedConstraint.inl

@@ -1,7 +1,3 @@
-/**
- * PhysicsFixedConstraint.inl
- */
-
 #include "PhysicsFixedConstraint.h"
 
 namespace gameplay

+ 1 - 5
gameplay/src/PhysicsGenericConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsGenericConstraint.cpp
- */
-
 #include "PhysicsGenericConstraint.h"
 
 #include "Node.h"
@@ -15,7 +11,7 @@ PhysicsGenericConstraint::PhysicsGenericConstraint()
     : PhysicsConstraint(NULL, NULL), _rotationOffsetA(NULL), _rotationOffsetB(NULL),
     _translationOffsetA(NULL), _translationOffsetB(NULL)
 {
-    // DUMMY FUNCTION
+    // Not used.
 }
 
 PhysicsGenericConstraint::PhysicsGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)

+ 4 - 5
gameplay/src/PhysicsGenericConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsGenericConstraint.h
- */
-
 #ifndef PHYSICSGENERICCONSTRAINT_H_
 #define PHYSICSGENERICCONSTRAINT_H_
 
@@ -23,6 +19,7 @@ class PhysicsGenericConstraint : public PhysicsConstraint
     friend class PhysicsController;
 
 public:
+
     /**
      * Gets the rotation offset for the first rigid body in the constraint.
      * 
@@ -112,6 +109,7 @@ public:
     inline void setTranslationOffsetB(const Vector3& translationOffset);
 
 protected:
+
     /**
      * Constructor.
      *
@@ -146,7 +144,7 @@ protected:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
-        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+                             PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
 
     /**
      * Destructor.
@@ -154,6 +152,7 @@ protected:
     virtual ~PhysicsGenericConstraint();
 
 private:
+
     mutable Quaternion* _rotationOffsetA;
     mutable Quaternion* _rotationOffsetB;
     mutable Vector3* _translationOffsetA;

+ 0 - 4
gameplay/src/PhysicsGenericConstraint.inl

@@ -1,7 +1,3 @@
-/**
- * PhysicsGenericConstraint.inl
- */
-
 #include "PhysicsGenericConstraint.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/PhysicsHingeConstraint.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsHingeConstraint.cpp
- */
-
 #include "PhysicsHingeConstraint.h"
 
 #include "Node.h"

+ 2 - 5
gameplay/src/PhysicsHingeConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsHingeConstraint.h
- */
-
 #ifndef PHYSICSHINGECONSTRAINT_H_
 #define PHYSICSHINGECONSTRAINT_H_
 
@@ -23,6 +19,7 @@ class PhysicsHingeConstraint : public PhysicsConstraint
     friend class PhysicsController;
 
 public:
+
     /**
      * Sets the limits (and optionally, some properties) for the hinge.
      * 
@@ -53,7 +50,7 @@ private:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsHingeConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
-        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+                           PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
 
     /**
      * Destructor.

+ 4 - 9
gameplay/src/PhysicsMotionState.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsMotionState.cpp
- */
-
 #include "PhysicsMotionState.h"
 
 namespace gameplay
@@ -56,15 +52,14 @@ void PhysicsMotionState::updateTransformFromNode() const
         btQuaternion orientation(rotation.x, rotation.y, rotation.z, rotation.w);
         btTransform offset = btTransform(orientation, btVector3(0.0f, 0.0f, 0.0f)) * _centerOfMassOffset.inverse();
 
-        btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(),
-            m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(), 
-            m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
+        btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(), 
+                         m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(), 
+                         m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
         _worldTransform = btTransform(orientation, origin);
     }
     else
     {
-        _worldTransform = btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w), 
-            btVector3(m.m[12], m.m[13], m.m[14]));
+        _worldTransform = btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w), btVector3(m.m[12], m.m[13], m.m[14]));
     }
 }
 

+ 2 - 4
gameplay/src/PhysicsMotionState.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsMotionState.h
- */
-
 #ifndef PHYSICSMOTIONSTATE_H_
 #define PHYSICSMOTIONSTATE_H_
 
@@ -22,6 +18,7 @@ class PhysicsMotionState : public btMotionState
     friend class PhysicsConstraint;
 
 protected:
+
     /**
      * Creates a physics motion state for a rigid body.
      * 
@@ -46,6 +43,7 @@ protected:
     virtual void setWorldTransform(const btTransform &transform);
 
 private:
+
     // Updates the motion state's world transform from the GamePlay Node object's world transform.
     void updateTransformFromNode() const;
 

+ 2 - 6
gameplay/src/PhysicsRigidBody.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsRigidBody.cpp
- */
-
 #include "Base.h"
 #include "Game.h"
 #include "PhysicsController.h"
@@ -211,12 +207,12 @@ void PhysicsRigidBody::removeConstraint(PhysicsConstraint* constraint)
 PhysicsRigidBody::CollisionPair::CollisionPair(PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
     : _rbA(rbA), _rbB(rbB)
 {
-    // DUMMY FUNCTION
+    // Unsued
 }
 
 PhysicsRigidBody::Listener::~Listener()
 {
-    // DUMMY FUNCTION
+    // Unsued
 }
 
 btScalar PhysicsRigidBody::Listener::addSingleResult(btManifoldPoint& cp, const btCollisionObject* a,

+ 13 - 9
gameplay/src/PhysicsRigidBody.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsRigidBody.h
- */
-
 #ifndef PHYSICSRIGIDBODY_H_
 #define PHYSICSRIGIDBODY_H_
 
@@ -31,6 +27,7 @@ class PhysicsRigidBody
     friend class PhysicsSpringConstraint;
 
 public:
+
     /**
      * Represents the different types of rigid bodies.
      */
@@ -47,6 +44,7 @@ public:
     class CollisionPair
     {
     public:
+
         /**
          * Constructor.
          */
@@ -96,10 +94,14 @@ public:
             int indexA, const btCollisionObject* b, int partIdB, int indexB);
         
     protected:
-        /** Holds the collision status for each pair of rigid bodies. */
+
+        /** 
+         * Holds the collision status for each pair of rigid bodies. 
+         */
         std::map<CollisionPair, int> _collisionStatus;
 
     private:
+
         // Internal constant.
         static const int DIRTY;
         // Internal constant.
@@ -283,6 +285,7 @@ public:
     inline void setRestitution(float restitution);
 
 private:
+
     /**
      * Creates a rigid body.
      * 
@@ -312,8 +315,8 @@ private:
     // Creates the underlying Bullet Physics rigid body object
     // for a PhysicsRigidBody object using the given parameters.
     static btRigidBody* createBulletRigidBody(btCollisionShape* shape, float mass, Node* node,
-        float friction, float restitution, float linearDamping, float angularDamping,
-        const Vector3* centerOfMassOffset = NULL);
+                                              float friction, float restitution, float linearDamping, float angularDamping,
+                                              const Vector3* centerOfMassOffset = NULL);
 
     // Adds a constraint to this rigid body.
     void addConstraint(PhysicsConstraint* constraint);
@@ -324,8 +327,9 @@ private:
     // Internal class used to implement the collidesWith(PhysicsRigidBody*) function.
     struct CollidesWithCallback : public btCollisionWorld::ContactResultCallback
     {
-        btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* a, int partIdA,
-            int indexA, const btCollisionObject* b, int partIdB, int indexB);
+        btScalar addSingleResult(btManifoldPoint& cp, 
+                                 const btCollisionObject* a, int partIdA, int indexA, 
+                                 const btCollisionObject* b, int partIdB, int indexB);
 
         bool result;
     };

+ 0 - 4
gameplay/src/PhysicsRigidBody.inl

@@ -1,7 +1,3 @@
-/**
- * PhysicsRigidBody.inl
- */
-
 #include "PhysicsRigidBody.h"
 
 namespace gameplay

+ 2 - 6
gameplay/src/PhysicsSocketConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsSocketConstraint.cpp
- */
-
 #include "PhysicsSocketConstraint.h"
 
 #include "Node.h"
@@ -27,7 +23,7 @@ PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, PhysicsRig
 }
 
 PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA, 
-    PhysicsRigidBody* b, const Vector3& translationOffsetB)
+                                                 PhysicsRigidBody* b, const Vector3& translationOffsetB)
     : PhysicsConstraint(a, b)
 {
     // Take scale into account for the first node's translation offset.
@@ -52,7 +48,7 @@ PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, const Vect
 
 PhysicsSocketConstraint::~PhysicsSocketConstraint()
 {
-    // DUMMY FUNCTION
+    // Used
 }
 
 }

+ 2 - 5
gameplay/src/PhysicsSocketConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsSocketConstraint.h
- */
-
 #ifndef PHYSICSSOCKETCONSTRAINT_H_
 #define PHYSICSSOCKETCONSTRAINT_H_
 
@@ -22,6 +18,7 @@ class PhysicsSocketConstraint : public PhysicsConstraint
     friend class PhysicsController;
 
 private:
+
     /**
      * Creates a socket constraint so that the rigid body (or bodies) is
      * (are) constrained using its (their) current world position(s) for
@@ -45,7 +42,7 @@ private:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA, 
-        PhysicsRigidBody* b, const Vector3& translationOffsetB);
+                            PhysicsRigidBody* b, const Vector3& translationOffsetB);
 
     /**
      * Destructor.

+ 2 - 6
gameplay/src/PhysicsSpringConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsSpringConstraint.cpp
- */
-
 #include "PhysicsSpringConstraint.h"
 
 #include "Node.h"
@@ -21,7 +17,7 @@ PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, PhysicsRig
 }
 
 PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
-    PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+                                                 PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
 {
     // Initialize the physics rigid body references since we don't call the PhysicsConstraint constructor that does it properly automatically.
     _a = a;
@@ -43,7 +39,7 @@ PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, const Quat
 
 PhysicsSpringConstraint::~PhysicsSpringConstraint()
 {
-    // DUMMY FUNCTION
+    // Used
 }
 
 void PhysicsSpringConstraint::setStrength(SpringProperty property, float strength)

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