Browse Source

- Documentation for mat lib
- Refactoring math lib

Panagiotis Christopoulos Charitos 15 years ago
parent
commit
7c8490ef82

+ 1 - 1
build/debug/gen.cfg.py

@@ -1,4 +1,4 @@
-sourcePaths = ["../../src/Math/", "../../src/Util/Tokenizer/", "../../src/Misc/", "../../src/", "../../src/Renderer/", "../../src/Scene/", "../../src/Ui/", "../../src/Resources/", "../../src/Util/", "../../src/Scene/Controllers/", "../../src/Physics/", "../../src/Renderer/BufferObjects/", "../../src/Resources/Helpers/", "../../src/Resources/Core/", "../../src/Core/", "../../src/Scripting/", "../../src/Scripting/Math", "../../src/Scripting/Util", "../../src/Scripting/Core", "../../src/Scripting/Scene", "../../src/Scripting/Renderer"]
+sourcePaths = ["../../src/Scripting/", "../../src/Math/", "../../src/Util/Tokenizer/", "../../src/Misc/", "../../src/", "../../src/Renderer/", "../../src/Scene/", "../../src/Ui/", "../../src/Resources/", "../../src/Util/", "../../src/Scene/Controllers/", "../../src/Physics/", "../../src/Renderer/BufferObjects/", "../../src/Resources/Helpers/", "../../src/Resources/Core/", "../../src/Core/", "../../src/Scripting/Math", "../../src/Scripting/Util", "../../src/Scripting/Core", "../../src/Scripting/Scene", "../../src/Scripting/Renderer"]
 
 includePaths = []
 includePaths.append("./")

+ 1 - 1
build/release/gen.cfg.py

@@ -1,4 +1,4 @@
-sourcePaths = ["../../src/Math/", "../../src/Util/Tokenizer/", "../../src/Misc/", "../../src/", "../../src/Renderer/", "../../src/Scene/", "../../src/Ui/", "../../src/Resources/", "../../src/Util/", "../../src/Scene/Controllers/", "../../src/Physics/", "../../src/Renderer/BufferObjects/", "../../src/Resources/Helpers/", "../../src/Resources/Core/", "../../src/Core/", "../../src/Scripting/", "../../src/Scripting/Math", "../../src/Scripting/Util", "../../src/Scripting/Core", "../../src/Scripting/Scene", "../../src/Scripting/Renderer"]
+sourcePaths = ["../../src/Scripting/", "../../src/Math/", "../../src/Util/Tokenizer/", "../../src/Misc/", "../../src/", "../../src/Renderer/", "../../src/Scene/", "../../src/Ui/", "../../src/Resources/", "../../src/Util/", "../../src/Scene/Controllers/", "../../src/Physics/", "../../src/Renderer/BufferObjects/", "../../src/Resources/Helpers/", "../../src/Resources/Core/", "../../src/Core/", "../../src/Scripting/Math", "../../src/Scripting/Util", "../../src/Scripting/Core", "../../src/Scripting/Scene", "../../src/Scripting/Renderer"]
 
 includePaths = []
 includePaths.append("./")

+ 14 - 8
src/Main.cpp

@@ -71,7 +71,7 @@ void initPhysics()
 
 	Transform groundTransform;
 	groundTransform.setIdentity();
-	groundTransform.setOrigin(Vec3(0,-50, 0));
+	groundTransform.origin = Vec3(0,-50, 0);
 
 	RigidBody::Initializer init;
 	init.mass = 0.0;
@@ -124,7 +124,7 @@ void init()
 
 	RendererInitializer initializer;
 	initializer.ms.ez.enabled = false;
-	initializer.dbg.enabled = true;
+	initializer.dbg.enabled = false;
 	initializer.is.sm.bilinearEnabled = true;
 	initializer.is.sm.enabled = true;
 	initializer.is.sm.pcfEnabled = true;
@@ -201,13 +201,19 @@ void init()
 
 	// sponza map
 	MeshNode* node = new MeshNode();
-	node->init("maps/sponza/sponza.mesh");
+	node->init("maps/sponza/floor.mesh");
+	node = new MeshNode();
+	node->init("maps/sponza/walls.mesh");
+	node = new MeshNode();
+	node->init("maps/sponza/light-marbles.mesh");
+	node = new MeshNode();
+	node->init("maps/sponza/dark-marbles.mesh");
 	//node->setLocalTransform(Transform(Vec3(0.0, -0.0, 0.0), Mat3::getIdentity(), 0.01));
 
 	// particle emitter
 	partEmitter = new ParticleEmitter;
 	partEmitter->init("asdf");
-	partEmitter->getLocalTransform().setOrigin(Vec3(3.0, 0.0, 0.0));
+	partEmitter->getLocalTransform().origin = Vec3(3.0, 0.0, 0.0);
 
 	// character
 	PhyCharacter::Initializer init;
@@ -285,10 +291,10 @@ void mainLoop()
 		}
 		if(I::keys[SDL_SCANCODE_Q]) mover->rotateLocalZ(ang);
 		if(I::keys[SDL_SCANCODE_E]) mover->rotateLocalZ(-ang);
-		if(I::keys[SDL_SCANCODE_PAGEUP]) mover->getLocalTransform().getScale() += scale ;
-		if(I::keys[SDL_SCANCODE_PAGEDOWN]) mover->getLocalTransform().getScale() -= scale ;
+		if(I::keys[SDL_SCANCODE_PAGEUP]) mover->getLocalTransform().scale += scale ;
+		if(I::keys[SDL_SCANCODE_PAGEDOWN]) mover->getLocalTransform().scale -= scale ;
 
-		if(I::keys[SDL_SCANCODE_K]) app->getActiveCam()->lookAtPoint(point_lights[0]->getWorldTransform().getOrigin());
+		if(I::keys[SDL_SCANCODE_K]) app->getActiveCam()->lookAtPoint(point_lights[0]->getWorldTransform().origin);
 
 		if(I::keys[SDL_SCANCODE_I])
 			character->moveForward(0.1);
@@ -310,7 +316,7 @@ void mainLoop()
 			app->getScriptingEngine().execScript(Util::readFile("test.py").c_str());
 		}
 
-		mover->getLocalTransform().getRotation().reorthogonalize();
+		mover->getLocalTransform().rotation.reorthogonalize();
 
 		app->execStdinScpripts();
 		app->getScene().getPhysics().update(crntTime);

+ 3 - 4
src/Math/Axisang.h

@@ -1,5 +1,5 @@
-#ifndef _AXISANG_H_
-#define _AXISANG_H_
+#ifndef AXISANG_H
+#define AXISANG_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -12,10 +12,9 @@ namespace M {
 class Axisang
 {
 	public:
-		// data members
 		float ang;
 		Vec3 axis;
-		// constructors & distructors
+
 		explicit Axisang();
 		         Axisang(const Axisang& b);
 		explicit Axisang(float rad, const Vec3& axis_);

+ 24 - 14
src/Math/Euler.h

@@ -1,5 +1,5 @@
-#ifndef _EULER_H_
-#define _EULER_H_
+#ifndef EULER_H
+#define EULER_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -12,28 +12,38 @@ namespace M {
 class Euler
 {
 	public:
-		// data members
+		/// @name Data
+		/// @{
 		float x, y, z;
-		// accessors
-		float& operator [](uint i);
-		float  operator [](uint i) const;
-		float& bank();
-		float  bank() const;
-		float& heading();
-		float  heading() const;
-		float& attitude();
-		float  attitude() const;
-		// constructors & distructors
+		/// @}
+
+		/// @name Constructors & distructors
+		/// @{
 		explicit Euler();
 		explicit Euler(float x, float y, float z);
 		         Euler(const Euler& b);
 		explicit Euler(const Quat& q);
 		explicit Euler(const Mat3& m3);
+		/// @}
+
+		/// @name Accessors
+		/// @{
+		float& operator [](uint i);
+		float operator [](uint i) const;
+		float& getBank();
+		float getBank() const;
+		float& getHeading();
+		float getHeading() const;
+		float& getAttitude();
+		float getAttitude() const;
+		/// @}
 };
 
 
-// other operators
+/// @name Other operators
+/// @{
 extern ostream& operator<<(ostream& s, const Euler& e);
+/// @}
 
 
 } // end namespace

+ 15 - 15
src/Math/Euler.inl.h

@@ -15,32 +15,32 @@ inline float Euler::operator [](uint i) const
 	return (&x)[i];
 }
 
-inline float& Euler::bank()
+inline float& Euler::getBank()
 {
 	return x;
 }
 
-inline float Euler::bank() const
+inline float Euler::getBank() const
 {
 	return x;
 }
 
-inline float& Euler::heading()
+inline float& Euler::getHeading()
 {
 	return y;
 }
 
-inline float Euler::heading() const
+inline float Euler::getHeading() const
 {
 	return y;
 }
 
-inline float& Euler::attitude()
+inline float& Euler::getAttitude()
 {
 	return z;
 }
 
-inline float Euler::attitude() const
+inline float Euler::getAttitude() const
 {
 	return z;
 }
@@ -66,25 +66,25 @@ inline Euler::Euler(const Quat& q)
 	float test = q.x*q.y + q.z*q.w;
 	if(test > 0.499)
 	{
-		heading() = 2.0 * atan2(q.x, q.w);
-		attitude() = PI/2.0;
-		bank() = 0.0;
+		getHeading() = 2.0 * atan2(q.x, q.w);
+		getAttitude() = PI/2.0;
+		getBank() = 0.0;
 		return;
 	}
 	if(test < -0.499)
 	{
-		heading() = -2.0 * atan2(q.x, q.w);
-		attitude() = -PI/2.0;
-		bank() = 0.0;
+		getHeading() = -2.0 * atan2(q.x, q.w);
+		getAttitude() = -PI/2.0;
+		getBank() = 0.0;
 		return;
 	}
 
 	float sqx = q.x*q.x;
 	float sqy = q.y*q.y;
 	float sqz = q.z*q.z;
-	heading() = atan2(2.0*q.y*q.w-2.0*q.x*q.z, 1.0-2.0*sqy-2.0*sqz);
-	attitude() = asin(2.0f*test);
-	bank() = atan2(2.0*q.x*q.w-2.0*q.y*q.z, 1.0-2.0*sqx-2.0*sqz);
+	getHeading() = atan2(2.0*q.y*q.w-2.0*q.x*q.z, 1.0-2.0*sqy-2.0*sqz);
+	getAttitude() = asin(2.0f*test);
+	getBank() = atan2(2.0*q.x*q.w-2.0*q.y*q.z, 1.0-2.0*sqx-2.0*sqz);
 }
 
 // constructor [mat3]

+ 47 - 27
src/Math/Mat3.h

@@ -1,5 +1,5 @@
-#ifndef _MAT3_H_
-#define _MAT3_H_
+#ifndef MAT3_H
+#define MAT3_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -8,42 +8,46 @@
 namespace M {
 
 
-/// Mainly used for rotations. It includes many helpful member functions
+/// Mainly used for rotations. It includes many helpful member functions. Its row major
 class Mat3
 {
-	private:
-		// data members
-		union
-		{
-			float arr1[9];
-			float arr2[3][3];
-		};
-
 	public:
-		// accessors
+		/// @name Accessors
+		/// @{
 		float& operator ()(const uint i, const uint j);
 		const float& operator ()(const uint i, const uint j) const;
 		float& operator [](const uint i);
 		const float& operator [](const uint i) const;
-		// constructors & distructors
+		/// @}
+
+		/// @name Constructors & distructors
+		/// @{
 		explicit Mat3() {};
 		explicit Mat3(float f);
 		explicit Mat3(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22);
 		explicit Mat3(float arr []);
 		         Mat3(const Mat3& b);
-		explicit Mat3(const Quat& q); ///< @ref Quat to @ref Mat3. 12 muls, 12 adds
+		explicit Mat3(const Quat& q); ///< Quat to Mat3. 12 muls, 12 adds
 		explicit Mat3(const Euler& eu);
 		explicit Mat3(const Axisang& axisang);
-		// ops with mat3
-		Mat3  operator + (const Mat3& b) const;
+		/// @}
+
+		/// @name Operators with Mat3
+		/// @{
+		Mat3  operator +(const Mat3& b) const;
 		Mat3& operator +=(const Mat3& b);
-		Mat3  operator - (const Mat3& b) const;
+		Mat3  operator -(const Mat3& b) const;
 		Mat3& operator -=(const Mat3& b);
-		Mat3  operator * (const Mat3& b) const; ///< 27 muls, 18 adds
+		Mat3  operator *(const Mat3& b) const; ///< 27 muls, 18 adds
 		Mat3& operator *=(const Mat3& b);
-		Mat3  operator / (const Mat3& b) const;
+		Mat3  operator /(const Mat3& b) const;
 		Mat3& operator /=(const Mat3& b);
-		// ops with float
+		bool operator ==(const Mat3& b) const;
+		bool operator !=(const Mat3& b) const;
+		/// @}
+
+		/// @name Operators with float
+		/// @{
 		Mat3  operator + (float f) const;
 		Mat3& operator +=(float f);
 		Mat3  operator - (float f) const;
@@ -52,12 +56,15 @@ class Mat3
 		Mat3& operator *=(float f);
 		Mat3  operator / (float f) const;
 		Mat3& operator /=(float f);
-		// ops with others
+		/// @}
+
+		/// @name Operators with others
+		/// @{
 		Vec3  operator * (const Vec3& b) const;  ///< 9 muls, 6 adds
-		// comparision
-		bool operator ==(const Mat3& b) const;
-		bool operator !=(const Mat3& b) const;
-		// other
+		/// @}
+
+		/// @name Other
+		/// @{
 		void  setRows(const Vec3& a, const Vec3& b, const Vec3& c);
 		void  setRow(const uint i, const Vec3& v);
 		void  getRows(Vec3& a, Vec3& b, Vec3& c) const;
@@ -87,16 +94,29 @@ class Mat3
 		Mat3  getInverse() const;
 		void  setIdentity();
 		static const Mat3& getZero();
-		static const Mat3& getIdentity();		
+		static const Mat3& getIdentity();
+		/// @}
+
+	private:
+		/// @name Data members
+		/// @{
+		union
+		{
+			float arr1[9];
+			float arr2[3][3];
+		};
+		/// @}
 };
 
 
-// other operators
+/// @name Other Mat3 operators
+/// @{
 extern Mat3 operator +(float f, const Mat3& m3);
 extern Mat3 operator -(float f, const Mat3& m3);
 extern Mat3 operator *(float f, const Mat3& m3);
 extern Mat3 operator /(float f, const Mat3& m3);
 extern ostream& operator<<(ostream& s, const Mat3& m);
+/// @}
 
 
 } // end namespace

+ 3 - 3
src/Math/Mat3.inl.h

@@ -93,9 +93,9 @@ inline Mat3::Mat3(const Quat& q)
 inline Mat3::Mat3(const Euler& e)
 {
 	float ch, sh, ca, sa, cb, sb;
-  sinCos(e.heading(), sh, ch);
-  sinCos(e.attitude(), sa, ca);
-  sinCos(e.bank(), sb, cb);
+  sinCos(e.getHeading(), sh, ch);
+  sinCos(e.getAttitude(), sa, ca);
+  sinCos(e.getBank(), sb, cb);
 
   ME(0, 0) = ch * ca;
   ME(0, 1) = sh*sb - ch*sa*cb;

+ 46 - 24
src/Math/Mat4.h

@@ -8,23 +8,20 @@
 namespace M {
 
 
-/// Used mainly for transformations but not necessarily
+/// Used mainly for transformations but not necessarily. Its row major
 class Mat4
 {
-	private:
-		union
-		{
-			float arr1[16];
-			float arr2[4][4];
-		};
-
 	public:
-		// access to the data
+		/// @name Accessors
+		/// @{
 		float& operator ()(const uint i, const uint j);
 		const float& operator ()(const uint i, const uint j) const;
 		float& operator [](const uint i);
 		const float& operator [](const uint i) const;
-		// constructors & distructors
+		/// @}
+
+		/// @name Constructors & distructors
+		/// @{
 		explicit Mat4() {}
 		explicit Mat4(float f);
 		explicit Mat4(float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13,
@@ -37,16 +34,24 @@ class Mat4
 		explicit Mat4(const Vec3& transl, const Mat3& rot);
 		explicit Mat4(const Vec3& transl, const Mat3& rot, float scale);
 		explicit Mat4(const Transform& t);
-		// ops with same type
-		Mat4  operator + (const Mat4& b) const;
+		/// @}
+
+		/// @name Operators with same type
+		/// @{
+		Mat4 operator +(const Mat4& b) const;
 		Mat4& operator +=(const Mat4& b);
-		Mat4  operator - (const Mat4& b) const;
+		Mat4 operator -(const Mat4& b) const;
 		Mat4& operator -=(const Mat4& b);
-		Mat4  operator * (const Mat4& b) const; ///< 64 muls, 48 adds
+		Mat4 operator *(const Mat4& b) const; ///< 64 muls, 48 adds
 		Mat4& operator *=(const Mat4& b);
-		Mat4  operator / (const Mat4& b) const;
+		Mat4 operator /(const Mat4& b) const;
 		Mat4& operator /=(const Mat4& b);
-		// ops with float
+		bool operator ==(const Mat4& b) const;
+		bool operator !=(const Mat4& b) const;
+		/// @}
+
+		/// @name Operators with float
+		/// @{
 		Mat4  operator + (float f) const;
 		Mat4& operator +=(float f);
 		Mat4  operator - (float f) const;
@@ -55,12 +60,15 @@ class Mat4
 		Mat4& operator *=(float f);
 		Mat4  operator / (float f) const;
 		Mat4& operator /=(float f);
-		// ops with other types
-		Vec4  operator * (const Vec4& v4) const; ///< 16 muls, 12 adds
-		// comparision
-		bool operator ==(const Mat4& b) const;
-		bool operator !=(const Mat4& b) const;
-		// other
+		/// @}
+
+		/// @name Operators with other types
+		/// @{
+		Vec4  operator *(const Vec4& v4) const; ///< 16 muls, 12 adds
+		/// @}
+
+		/// @name Other
+		/// @{
 		void  setRows(const Vec4& a, const Vec4& b, const Vec4& c, const Vec4& d);
 		void  setRow(uint i, const Vec4& v);
 		void  setColumns(const Vec4& a, const Vec4& b, const Vec4& c, const Vec4& d);
@@ -78,18 +86,32 @@ class Mat4
 		Mat4  getInverseTransformation() const;
 		Mat4  lerp(const Mat4& b, float t) const;
 		void  setIdentity();
-		static Mat4 combineTransformations(const Mat4& m0, const Mat4& m1); ///< 12 muls, 27 adds. Something like m4 = m0 * m1 but without touching the 4rth row and allot faster
+		/// 12 muls, 27 adds. Something like m4 = m0 * m1 but without touching the 4rth row and allot faster
+		static Mat4 combineTransformations(const Mat4& m0, const Mat4& m1);
 		static const Mat4& getIdentity();
 		static const Mat4& getZero();
+		/// @}
+
+	private:
+		/// @name Data
+		/// @{
+		union
+		{
+			float arr1[16];
+			float arr2[4][4];
+		};
+		/// @}
 };
 
 
-// other operators
+/// @name Other operators
+/// @{
 extern Mat4 operator +(float f, const Mat4& m4);
 extern Mat4 operator -(float f, const Mat4& m4);
 extern Mat4 operator *(float f, const Mat4& m4);
 extern Mat4 operator /(float f, const Mat4& m4);
 extern ostream& operator<<(ostream& s, const Mat4& m);
+/// @}
 
 
 } // end namespace

+ 1 - 1
src/Math/Mat4.inl.h

@@ -155,7 +155,7 @@ inline Mat4::Mat4(float f)
 // constructor [Transform]
 inline Mat4::Mat4(const Transform& t)
 {
-	ME = Mat4(t.getOrigin(), t.getRotation(), t.getScale());
+	ME = Mat4(t.origin, t.rotation, t.scale);
 }
 
 // 4x4 + 4x4

+ 4 - 8
src/Math/MathFuncs.h

@@ -1,5 +1,5 @@
-#ifndef _MATHFUNCS_H_
-#define _MATHFUNCS_H_
+#ifndef MATH_FUNCS_H
+#define MATH_FUNCS_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -22,16 +22,12 @@ extern float sin(float rad);
 extern float cos(float rad);
 extern bool  isZero(float f); ///< The proper way to test if a float is zero
 
-/**
- * mat4(t0,r0,s0)*mat4(t1,r1,s1) == mat4(tf,rf,sf)
- */
+/// mat4(t0,r0,s0)*mat4(t1,r1,s1) == mat4(tf,rf,sf)
 extern void combineTransformations(const Vec3& t0, const Mat3& r0, float s0, // in 0
                                     const Vec3& t1, const Mat3& r1, float s1, // in 1
                                     Vec3& tf, Mat3& rf, float& sf); // out
 
-/**
- * mat4(t0,r0, 1.0)*mat4(t1,r1, 1.0) == mat4(tf,rf,sf)
- */
+/// mat4(t0,r0, 1.0)*mat4(t1,r1, 1.0) == mat4(tf,rf,sf)
 extern void combineTransformations(const Vec3& t0, const Mat3& r0, // in 0
                                     const Vec3& t1, const Mat3& r1, // in 1
                                     Vec3& tf, Mat3& rf); // out

+ 21 - 9
src/Math/Quat.h

@@ -1,5 +1,5 @@
-#ifndef _QUAT_H_
-#define _QUAT_H_
+#ifndef QUAT_H
+#define QUAT_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -12,9 +12,13 @@ namespace M {
 class Quat
 {
 	public:
-		// data members
+		/// @name Data
+		/// @{
 		float x, y, z, w;
-		// constructors & destructors
+		/// @}
+
+		/// @name Constructors & destructors
+		/// @{
 		explicit Quat();
 		explicit Quat(float f);
 		explicit Quat(float x, float y, float z, float w);
@@ -25,13 +29,18 @@ class Quat
 		explicit Quat(const Mat3& m3);
 		explicit Quat(const Euler& eu);
 		explicit Quat(const Axisang& axisang);
-		// ops with same
-		Quat  operator * (const Quat& b) const; ///< 16 muls, 12 adds
+		/// @}
+
+		/// Operatorswith same
+		/// @{
+		Quat operator *(const Quat& b) const; ///< 16 muls, 12 adds
 		Quat& operator *=(const Quat& b);
-		// comparision
 		bool operator ==(const Quat& b) const;
 		bool operator !=(const Quat& b) const;
-		// other
+		/// @}
+
+		/// @name Other
+		/// @{
 		void  setFrom2Vec3(const Vec3& v0, const Vec3& v1); ///< calculates a quat from v0 to v1
 		float getLength() const;
 		Quat  getInverted() const;
@@ -46,11 +55,14 @@ class Quat
 		void  rotate(const Quat& b); ///< @see getRotated
 		void  setIdentity();
 		static const Quat& getIdentity();
+		/// @}
 };
 
 
-// other operators
+/// @name Other operators
+/// @{
 extern ostream& operator<<(ostream& s, const Quat& q);
+/// @}
 
 
 } // end namespace

+ 3 - 3
src/Math/Quat.inl.h

@@ -87,13 +87,13 @@ inline Quat::Quat(const Mat3& m3)
 inline Quat::Quat(const Euler& eu)
 {
 	float cx, sx;
-	sinCos(eu.heading()*0.5, sx, cx);
+	sinCos(eu.getHeading()*0.5, sx, cx);
 
 	float cy, sy;
-	sinCos(eu.attitude()*0.5, sy, cy);
+	sinCos(eu.getAttitude()*0.5, sy, cy);
 
 	float cz, sz;
-	sinCos(eu.bank()*0.5, sz, cz);
+	sinCos(eu.getBank()*0.5, sz, cz);
 
 	float cxcy = cx*cy;
 	float sxsy = sx*sy;

+ 16 - 8
src/Math/Transform.h

@@ -1,5 +1,5 @@
-#ifndef _TRANSFORM_H_
-#define _TRANSFORM_H_
+#ifndef TRANSFORM_H
+#define TRANSFORM_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -11,20 +11,28 @@ namespace M {
 /// For transformations
 class Transform
 {
-	PROPERTY_RW(Mat3, rotation, setRotation, getRotation) ///< @ref PROPERTY_RW : The rotation
-	PROPERTY_RW(Vec3, origin, setOrigin, getOrigin) ///< @ref PROPERTY_RW : The translation
-	PROPERTY_RW(float, scale, setScale, getScale) ///< @ref PROPERTY_RW : The uniform scaling
-
 	public:
-		// constructors
+		/// @name Data
+		/// @{
+		Vec3 origin; ///< The rotation
+		Mat3 rotation; ///< The translation
+		float scale; ///< The uniform scaling
+		/// @}
+
+		/// @name Constructors
+		/// @{
 		explicit Transform();
 		         Transform(const Transform& b);
 		explicit Transform(const Mat4& m4);
 		explicit Transform(const Vec3& origin, const Mat3& rotation_, float scale_);
-		// funcs
+		/// @}
+
+		/// @name Other
+		/// @{
 		void setIdentity();
 		static const Transform& getIdentity();
 		static Transform combineTransformations(const Transform& a, const Transform& b); ///< @see M::combineTransformations
+		/// @}
 };
 
 

+ 6 - 2
src/Math/Transform.inl.h

@@ -13,7 +13,9 @@ inline Transform::Transform()
 
 // constructor [Transform]
 inline Transform::Transform(const Transform& b):
-	rotation(b.rotation), origin(b.origin)
+	origin(b.origin),
+	rotation(b.rotation),
+	scale(b.scale)
 {}
 
 // constructor [Mat4]
@@ -26,7 +28,9 @@ inline Transform::Transform(const Mat4& m4)
 
 // constructor [Vec3, Quat, float]
 inline Transform::Transform(const Vec3& origin, const Mat3& rotation_, float scale_):
-	rotation(rotation_), origin(origin), scale(scale_)
+	origin(origin),
+	rotation(rotation_),
+	scale(scale_)
 {}
 
 // setIdentity

+ 28 - 9
src/Math/Vec2.h

@@ -1,5 +1,5 @@
-#ifndef _VEC2_H_
-#define _VEC2_H_
+#ifndef VEC2_H
+#define VEC2_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -12,20 +12,30 @@ namespace M {
 class Vec2
 {
 	public:
-		// data members
+		/// @name Data members
+		/// @{
 		float x;
 		float y;
-		// accessors
+		/// @}
+
+		/// @name Accessors
+		/// @{
 		float& operator [](uint i);
 		float  operator [](uint i) const;
-		// constructors & distructors
+		/// @}
+
+		/// @name Constructors & distructors
+		/// @{
 		explicit Vec2();
 		explicit Vec2(float f);
 		explicit Vec2(float x, float y);
 		         Vec2(const Vec2& b);
 		explicit Vec2(const Vec3& v3);
 		explicit Vec2(const Vec4& v4);
-		// ops with same type
+		/// @}
+
+		/// @name Operators with same type
+		/// @{
 		Vec2 operator +(const Vec2& b) const;
 		Vec2& operator +=(const Vec2& b);
 		Vec2 operator -(const Vec2& b) const;
@@ -37,7 +47,10 @@ class Vec2
 		Vec2 operator -() const;
 		bool operator ==(const Vec2& b) const;
 		bool operator !=(const Vec2& b) const;
-		// ops with float
+		/// @}
+
+		/// @name Operators with float
+		/// @{
 		Vec2 operator +(float f) const;
 		Vec2& operator +=(float f);
 		Vec2 operator -(float f) const;
@@ -46,20 +59,26 @@ class Vec2
 		Vec2& operator *=(float f);
 		Vec2 operator /(float f) const;
 		Vec2& operator /=(float f);
-		// other
+		/// @}
+
+		/// @name Other
+		/// @{
 		float getLength() const;
 		Vec2 getNormalized() const;
 		void normalize();
 		float dot(const Vec2& b) const;
+		/// @}
 };
 
 
-// other operators
+/// @name Other operators
+/// @{
 extern Vec2 operator +(float f, const Vec2& v2);
 extern Vec2 operator -(float f, const Vec2& v2);
 extern Vec2 operator *(float f, const Vec2& v2);
 extern Vec2 operator /(float f, const Vec2& v2);
 extern ostream& operator<<(ostream& s, const Vec2& v);
+/// @}
 
 
 } // end namespace

+ 64 - 44
src/Math/Vec3.h

@@ -1,5 +1,5 @@
-#ifndef _VEC3_H_
-#define _VEC3_H_
+#ifndef VEC3_H
+#define VEC3_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -12,12 +12,19 @@ namespace M {
 class Vec3
 {
 	public:
-		// data members
+		/// @name Data members
+		/// @{
 		float x, y, z;
-		// accessors
+		/// @}
+
+		/// @name Accessors
+		/// @{
 		float& operator [](uint i);
 		float  operator [](uint i) const;
-		// constructors & distructors
+		/// @}
+
+		/// @name Constructors & distructors
+		/// @{
 		explicit Vec3();
 		explicit Vec3(float f);
 		explicit Vec3(float x, float y, float z);
@@ -25,70 +32,83 @@ class Vec3
 		         Vec3(const Vec3& b);
 		explicit Vec3(const Vec4& v4);
 		explicit Vec3(const Quat& q);
-		// ops with same type
-		Vec3  operator + (const Vec3& b) const;
+		/// @}
+
+		/// @name Operators with same type
+		/// @{
+		Vec3 operator +(const Vec3& b) const;
 		Vec3& operator +=(const Vec3& b);
-		Vec3  operator - (const Vec3& b) const;
+		Vec3 operator -(const Vec3& b) const;
 		Vec3& operator -=(const Vec3& b);
-		Vec3  operator * (const Vec3& b) const;
+		Vec3 operator *(const Vec3& b) const;
 		Vec3& operator *=(const Vec3& b);
-		Vec3  operator / (const Vec3& b) const;
+		Vec3 operator /(const Vec3& b) const;
 		Vec3& operator /=(const Vec3& b);
-		Vec3  operator - () const; // return the negative
-		// ops with float
-		Vec3  operator + (float f) const;
+		Vec3 operator -() const;
+		bool operator ==(const Vec3& b) const;
+		bool operator !=(const Vec3& b) const;
+		/// @}
+
+		/// @name Operators with float
+		/// @{
+		Vec3 operator +(float f) const;
 		Vec3& operator +=(float f);
-		Vec3  operator - (float f) const;
+		Vec3 operator -(float f) const;
 		Vec3& operator -=(float f);
-		Vec3  operator * (float f) const;
+		Vec3 operator *(float f) const;
 		Vec3& operator *=(float f);
-		Vec3  operator / (float f) const;
+		Vec3 operator /(float f) const;
 		Vec3& operator /=(float f);
-		// ops with other types
-		Vec3  operator * (const Mat3& m3) const;
-		// comparision
-		bool operator ==(const Vec3& b) const;
-		bool operator !=(const Vec3& b) const;
-		// other
+		/// @}
+
+		/// @name Operators with other types
+		/// @{
+		Vec3 operator * (const Mat3& m3) const;
+		/// @}
+
+		/// @name Other
+		/// @{
 		float dot(const Vec3& b) const;
-		Vec3  cross(const Vec3& b) const;
+		Vec3 cross(const Vec3& b) const;
 		float getLength() const;
 		float getLengthSquared() const;
 		float getDistanceSquared(const Vec3& b) const;
 		void  normalize();
-		Vec3  getNormalized() const;
-		Vec3  getProjection(const Vec3& toThis) const;
-		Vec3  getRotated(const Quat& q) const; ///< Returns q * this * q.Conjucated() aka returns a rotated this. 18 muls, 12 adds
+		Vec3 getNormalized() const;
+		Vec3 getProjection(const Vec3& toThis) const;
+		/// Returns q * this * q.Conjucated() aka returns a rotated this. 18 muls, 12 adds
+		Vec3 getRotated(const Quat& q) const;
 		void  rotate(const Quat& q);
-		Vec3  lerp(const Vec3& v1, float t) const; ///< return lerp(this, v1, t)
+		Vec3 lerp(const Vec3& v1, float t) const; ///< Return lerp(this, v1, t)
+		/// @}
 
-		/**
-		 * @name Transformations
-		 * The faster way is by far the mat4 * vec3 or the getTransformed(Vec3, Mat3)
-		 */
+		/// @name Transformations
+		/// The faster way is by far the mat4 * vec3 or the getTransformed(Vec3, Mat3)
 		/**@{*/
-		Vec3  getTransformed(const Vec3& translate, const Mat3& rotate, float scale) const;
-		void  transform(const Vec3& translate, const Mat3& rotate, float scale);
-		Vec3  getTransformed(const Vec3& translate, const Mat3& rotate) const;
-		void  transform(const Vec3& translate, const Mat3& rotate);
-		Vec3  getTransformed(const Vec3& translate, const Quat& rotate, float scale) const;
-		void  transform(const Vec3& translate, const Quat& rotate, float scale);
-		Vec3  getTransformed(const Vec3& translate, const Quat& rotate) const;
-		void  transform(const Vec3& translate, const Quat& rotate);
-		Vec3  getTransformed(const Mat4& transform) const;  ///< 9 muls, 9 adds
-		void  transform(const Mat4& transform);
-		Vec3  getTransformed(const Transform& transform) const;
-		void  transform(const Transform& transform);
+		Vec3 getTransformed(const Vec3& translate, const Mat3& rotate, float scale) const;
+		void transform(const Vec3& translate, const Mat3& rotate, float scale);
+		Vec3 getTransformed(const Vec3& translate, const Mat3& rotate) const;
+		void transform(const Vec3& translate, const Mat3& rotate);
+		Vec3 getTransformed(const Vec3& translate, const Quat& rotate, float scale) const;
+		void transform(const Vec3& translate, const Quat& rotate, float scale);
+		Vec3 getTransformed(const Vec3& translate, const Quat& rotate) const;
+		void transform(const Vec3& translate, const Quat& rotate);
+		Vec3 getTransformed(const Mat4& transform) const;  ///< 9 muls, 9 adds
+		void transform(const Mat4& transform);
+		Vec3 getTransformed(const Transform& transform) const;
+		void transform(const Transform& transform);
 		/**@}*/
 };
 
 
-// other operators
+/// @name Other operators
+/// @{
 extern Vec3 operator +(float f, const Vec3& v);
 extern Vec3 operator -(float f, const Vec3& v);
 extern Vec3 operator *(float f, const Vec3& v);
 extern Vec3 operator /(float f, const Vec3& v);
 extern ostream& operator<<(ostream& s, const Vec3& v);
+/// @}
 
 
 } // end namespace

+ 1 - 1
src/Math/Vec3.inl.h

@@ -339,7 +339,7 @@ inline void Vec3::transform(const Mat4& transform)
 // getTransformed [Transform]
 inline Vec3 Vec3::getTransformed(const Transform& transform) const
 {
-	return (transform.getRotation() * (ME * transform.getScale())) + transform.getOrigin();
+	return (transform.rotation * (ME * transform.scale)) + transform.origin;
 }
 
 // getTransformed [Transform]

+ 45 - 24
src/Math/Vec4.h

@@ -1,5 +1,5 @@
-#ifndef _VEC4_H_
-#define _VEC4_H_
+#ifndef VEC4_H
+#define VEC4_H
 
 #include "Common.h"
 #include "MathForwardDecls.h"
@@ -12,12 +12,19 @@ namespace M {
 class Vec4
 {
 	public:
-		// data members
+		/// @name Data members
+		/// @{
 		float x, y, z, w;
-		// accessors
+		/// @}
+
+		/// @name Accessors
+		/// @{
 		float& operator [](uint i);
 		float  operator [](uint i) const;
-		// constructors & distructors
+		/// @}
+
+		/// @name Constructors & distructors
+		/// @{
 		explicit Vec4();
 		explicit Vec4(float f);
 		explicit Vec4(float x, float y, float z, float w);
@@ -25,44 +32,58 @@ class Vec4
 		explicit Vec4(const Vec3& v3, float w);
 		         Vec4(const Vec4& b);
 		explicit Vec4(const Quat& q);
-		// ops with same
-		Vec4  operator + (const Vec4& b) const;
+		/// @}
+
+		/// @name Operators with same
+		/// @{
+		Vec4 operator +(const Vec4& b) const;
 		Vec4& operator +=(const Vec4& b);
-		Vec4  operator - (const Vec4& b) const;
+		Vec4 operator -(const Vec4& b) const;
 		Vec4& operator -=(const Vec4& b);
-		Vec4  operator * (const Vec4& b) const;
+		Vec4 operator *(const Vec4& b) const;
 		Vec4& operator *=(const Vec4& b);
-		Vec4  operator / (const Vec4& b) const;
+		Vec4 operator /(const Vec4& b) const;
 		Vec4& operator /=(const Vec4& b);
-		Vec4  operator - () const;
-		// ops with float
-		Vec4  operator + (float f) const;
+		Vec4 operator -() const;
+		bool operator ==(const Vec4& b) const;
+		bool operator !=(const Vec4& b) const;
+		/// @}
+
+		/// @name Operators with float
+		/// @{
+		Vec4 operator +(float f) const;
 		Vec4& operator +=(float f);
-		Vec4  operator - (float f) const;
+		Vec4 operator -(float f) const;
 		Vec4& operator -=(float f);
-		Vec4  operator * (float f) const;
+		Vec4 operator *(float f) const;
 		Vec4& operator *=(float f);
-		Vec4  operator / (float f) const;
+		Vec4 operator /(float f) const;
 		Vec4& operator /=(float f);
-		// ops with other
+		/// @}
+
+		/// @name Operators with other
+		/// @{
 		Vec4  operator * (const Mat4& m4) const;
-		// comparision
-		bool operator ==(const Vec4& b) const;
-		bool operator !=(const Vec4& b) const;
-		// other
+		/// @}
+
+		/// @name Other
+		/// @{
 		float getLength() const;
-		Vec4  getNormalized() const;
-		void  normalize();
+		Vec4 getNormalized() const;
+		void normalize();
 		float dot(const Vec4& b) const;
+		/// @}
 };
 
 
-// other operators
+/// @name Other operators
+/// @{
 extern Vec4 operator +(float f, const Vec4& v4);
 extern Vec4 operator -(float f, const Vec4& v4);
 extern Vec4 operator *(float f, const Vec4& v4);
 extern Vec4 operator /(float f, const Vec4& v4);
 extern ostream& operator<<(ostream& s, const Vec4& v);
+/// @}
 
 
 } // end namespace

+ 5 - 5
src/Physics/BtAndAnkiConvertors.h

@@ -36,9 +36,9 @@ inline Quat toAnki(const btQuaternion& q)
 inline Transform toAnki(const btTransform& t)
 {
 	Transform out;
-	out.setRotation(toAnki(t.getBasis()));
-	out.setOrigin(toAnki(t.getOrigin()));
-	out.setScale(1.0);
+	out.rotation = toAnki(t.getBasis());
+	out.origin = toAnki(t.getOrigin());
+	out.scale = 1.0;
 	return out;
 }
 
@@ -82,8 +82,8 @@ inline btQuaternion toBt(const Quat& q)
 inline btTransform toBt(const Transform& trf)
 {
 	btTransform r;
-	r.setOrigin(toBt(trf.getOrigin()));
-	r.setRotation(toBt(Quat(trf.getRotation())));
+	r.setOrigin(toBt(trf.origin));
+	r.setRotation(toBt(Quat(trf.rotation)));
 	return r;
 }
 

+ 6 - 10
src/Physics/MotionState.h

@@ -7,23 +7,19 @@
 #include "Object.h"
 
 
-/**
- * A custom motion state
- */
+/// A custom motion state
 class MotionState: public btMotionState, public Object
 {
 	public:
 		MotionState(const Transform& initialTransform, SceneNode* node_, Object* parent);
 		~MotionState() {}
 
-		/**
-		 * @name Bullet implementation of virtuals
-		 */
-		/**@{*/
+		/// @name Bullet implementation of virtuals
+		/// @{
 		void getWorldTransform(btTransform& worldTrans) const;
 		const btTransform& getWorldTransform() const;
 		void setWorldTransform(const btTransform& worldTrans);
-		/**@}*/
+		/// @}
 
 	private:
 		btTransform worldTransform;
@@ -61,9 +57,9 @@ inline void MotionState::setWorldTransform(const btTransform& worldTrans)
 	if(node)
 	{
 		Transform& nodeTrf = node->getLocalTransform();
-		float originalScale = nodeTrf.getScale();
+		float originalScale = nodeTrf.scale;
 		nodeTrf = toAnki(worldTrans);
-		nodeTrf.setScale(originalScale);
+		nodeTrf.scale = originalScale;
 	}
 }
 

+ 3 - 3
src/Renderer/Is.cpp

@@ -158,7 +158,7 @@ void Is::pointLightPass(const PointLight& light)
 	const Camera& cam = r.getCamera();
 
 	// frustum test
-	bsphere_t sphere(light.getWorldTransform().getOrigin(), light.getRadius());
+	bsphere_t sphere(light.getWorldTransform().origin, light.getRadius());
 	if(!cam.insideFrustum(sphere)) return;
 
 	// stencil optimization
@@ -173,7 +173,7 @@ void Is::pointLightPass(const PointLight& light)
 	shader.findUniVar("msSpecularFai")->setTexture(r.ms.specularFai, 2);
 	shader.findUniVar("msDepthFai")->setTexture(r.ms.depthFai, 3);
 	shader.findUniVar("planes")->setVec2(&planes);
-	Vec3 lightPosEyeSpace = light.getWorldTransform().getOrigin().getTransformed(cam.getViewMatrix());
+	Vec3 lightPosEyeSpace = light.getWorldTransform().origin.getTransformed(cam.getViewMatrix());
 	shader.findUniVar("lightPos")->setVec3(&lightPosEyeSpace);
 	shader.findUniVar("lightRadius")->setFloat(light.getRadius());
 	shader.findUniVar("lightDiffuseCol")->setVec3(&light.lightProps->getDiffuseColor());
@@ -254,7 +254,7 @@ void Is::spotLightPass(const SpotLight& light)
 	shdr->findUniVar("planes")->setVec2(&planes);
 
 	// the light params
-	Vec3 lightPosEyeSpace = light.getWorldTransform().getOrigin().getTransformed(cam.getViewMatrix());
+	Vec3 lightPosEyeSpace = light.getWorldTransform().origin.getTransformed(cam.getViewMatrix());
 	shdr->findUniVar("lightPos")->setVec3(&lightPosEyeSpace);
 	shdr->findUniVar("lightRadius")->setFloat(light.getDistance());
 	shdr->findUniVar("lightDiffuseCol")->setVec3(&light.lightProps->getDiffuseColor());

+ 10 - 0
src/Renderer/Renderer.cpp

@@ -103,18 +103,28 @@ void Renderer::setupMaterial(const Material& mtl, const SceneNode& sceneNode, co
 		glBlendFunc(mtl.blendingSfactor, mtl.blendingDfactor);
 	}
 	else
+	{
 		glDisable(GL_BLEND);
+	}
 
 
 	if(mtl.depthTesting)
+	{
 		glEnable(GL_DEPTH_TEST);
+	}
 	else
+	{
 		glDisable(GL_DEPTH_TEST);
+	}
 
 	if(mtl.wireframe)
+	{
 		glPolygonMode(GL_FRONT, GL_LINE);
+	}
 	else
+	{
 		glPolygonMode(GL_FRONT, GL_FILL);
+	}
 
 
 	//

+ 1 - 1
src/Renderer/Smo.cpp

@@ -42,7 +42,7 @@ void Smo::run(const PointLight& light)
 	// set shared prog
 	const float scale = 1.2; // we scale the sphere a little
 	sProg->bind();
-	Mat4 modelMat = Mat4(light.getWorldTransform().getOrigin(), Mat3::getIdentity(), light.getRadius() * scale);
+	Mat4 modelMat = Mat4(light.getWorldTransform().origin, Mat3::getIdentity(), light.getRadius() * scale);
 	Mat4 trf = r.getCamera().getProjectionMatrix() * Mat4::combineTransformations(r.getCamera().getViewMatrix(), modelMat);
 	sProg->findUniVar("modelViewProjectionMat")->setMat4(&trf);
 

+ 1 - 1
src/Resources/Mesh.cpp

@@ -282,7 +282,7 @@ void Mesh::createVertTangents()
 		float det = (uvedge01.y * uvedge02.x) - (uvedge01.x * uvedge02.y);
 		if(isZero(det))
 		{
-			WARNING(getRsrcName() << ": det == " << fixed << det);
+			//WARNING(getRsrcName() << ": det == " << fixed << det);
 			det = 0.0001;
 		}
 		else

+ 8 - 8
src/Scene/Camera.cpp

@@ -53,10 +53,10 @@ void Camera::render()
 void Camera::lookAtPoint(const Vec3& point)
 {
 	const Vec3& j = Vec3(0.0, 1.0, 0.0);
-	Vec3 vdir = (point - getLocalTransform().getOrigin()).getNormalized();
+	Vec3 vdir = (point - getLocalTransform().origin).getNormalized();
 	Vec3 vup = j - vdir * j.dot(vdir);
 	Vec3 vside = vdir.cross(vup);
-	getLocalTransform().getRotation().setColumns(vside, vup, -vdir);
+	getLocalTransform().rotation.setColumns(vside, vup, -vdir);
 }
 
 
@@ -93,9 +93,9 @@ void Camera::updateWSpaceFrustumPlanes()
 {
 	for(uint i=0; i<6; i++)
 	{
-		wspaceFrustumPlanes[i] = lspaceFrustumPlanes[i].Transformed(getWorldTransform().getOrigin(),
-		                                                            getWorldTransform().getRotation(),
-		                                                            getWorldTransform().getScale());
+		wspaceFrustumPlanes[i] = lspaceFrustumPlanes[i].Transformed(getWorldTransform().origin,
+		                                                            getWorldTransform().rotation,
+		                                                            getWorldTransform().scale);
 	}
 }
 
@@ -132,7 +132,7 @@ bool Camera::insideFrustum(const Camera& cam) const
 	points[1] = Vec3(-x, y, z); // top left
 	points[2] = Vec3(-x, -y, z); // bottom left
 	points[3] = Vec3(x, -y, z); // bottom right
-	points[4] = Vec3(cam.getWorldTransform().getOrigin()); // eye (already in world space)
+	points[4] = Vec3(cam.getWorldTransform().origin); // eye (already in world space)
 
 	// transform them to the given camera's world space (exept the eye)
 	for(uint i=0; i<4; i++)
@@ -198,8 +198,8 @@ void Camera::updateViewMatrix()
 	*/
 
 	// The view matrix is: Mview = camera.world_transform.Inverted(). Bus instead of inverting we do the following:
-	Mat3 camInvertedRot = getWorldTransform().getRotation().getTransposed();
-	Vec3 camInvertedTsl = -(camInvertedRot * getWorldTransform().getOrigin());
+	Mat3 camInvertedRot = getWorldTransform().rotation.getTransposed();
+	Vec3 camInvertedTsl = -(camInvertedRot * getWorldTransform().origin);
 	viewMat = Mat4(camInvertedTsl, camInvertedRot);
 }
 

+ 3 - 1
src/Scene/Controllers/SkelAnimCtrl.cpp

@@ -162,6 +162,8 @@ void SkelAnimCtrl::update(float)
 
 	interpolate(*skelAnim, frame);
 	updateBoneTransforms();
-	if(app->getMainRenderer().dbg.isShowSkeletonsEnabled())
+	if(app->getMainRenderer().dbg.isEnabled() && app->getMainRenderer().dbg.isShowSkeletonsEnabled())
+	{
 		deform();
+	}
 }

+ 5 - 3
src/Scene/ParticleEmitter.cpp

@@ -75,7 +75,7 @@ void ParticleEmitter::update()
 	float crntTime = app->getTicks() / 1000.0;
 
 	// Opt: We dont have to make extra calculations if the ParticleEmitter's rotation is the identity
-	bool identRot = worldTransform.getRotation() == Mat3::getIdentity();
+	bool identRot = worldTransform.rotation == Mat3::getIdentity();
 
 	// deactivate the dead particles
 	for(uint i=0; i<particles.size(); i++)
@@ -139,7 +139,9 @@ void ParticleEmitter::update()
 				forceDir.normalize();
 
 				if(!identRot)
-					forceDir = worldTransform.getRotation() * forceDir; // the forceDir depends on the particle emitter rotation
+				{
+					forceDir = worldTransform.rotation * forceDir; // the forceDir depends on the particle emitter rotation
+				}
 
 				Vec3 force;
 
@@ -184,7 +186,7 @@ void ParticleEmitter::update()
 			}
 
 			if(identRot)
-				pos += worldTransform.getOrigin();
+				pos += worldTransform.origin;
 			else
 				pos.transform(worldTransform);
 

+ 6 - 6
src/Scene/SceneNode.cpp

@@ -87,20 +87,20 @@ void SceneNode::updateWorldTransform()
 //======================================================================================================================
 void SceneNode::moveLocalX(float distance)
 {
-	Vec3 x_axis = localTransform.getRotation().getColumn(0);
-	getLocalTransform().getOrigin() += x_axis * distance;
+	Vec3 x_axis = localTransform.rotation.getColumn(0);
+	getLocalTransform().origin += x_axis * distance;
 }
 
 void SceneNode::moveLocalY(float distance)
 {
-	Vec3 y_axis = localTransform.getRotation().getColumn(1);
-	getLocalTransform().getOrigin() += y_axis * distance;
+	Vec3 y_axis = localTransform.rotation.getColumn(1);
+	getLocalTransform().origin += y_axis * distance;
 }
 
 void SceneNode::moveLocalZ(float distance)
 {
-	Vec3 z_axis = localTransform.getRotation().getColumn(2);
-	getLocalTransform().getOrigin() += z_axis * distance;
+	Vec3 z_axis = localTransform.rotation.getColumn(2);
+	getLocalTransform().origin += z_axis * distance;
 }
 
 

+ 3 - 3
src/Scene/SceneNode.h

@@ -96,19 +96,19 @@ inline SceneNode::SceneNode(SceneNodeType type_, SceneNode* parent):
 
 inline void SceneNode::rotateLocalX(float angDegrees)
 {
-	localTransform.getRotation().rotateXAxis(angDegrees);
+	localTransform.rotation.rotateXAxis(angDegrees);
 }
 
 
 inline void SceneNode::rotateLocalY(float angDegrees)
 {
-	localTransform.getRotation().rotateYAxis(angDegrees);
+	localTransform.rotation.rotateYAxis(angDegrees);
 }
 
 
 inline void SceneNode::rotateLocalZ(float angDegrees)
 {
-	localTransform.getRotation().rotateZAxis(angDegrees);
+	localTransform.rotation.rotateZAxis(angDegrees);
 }
 
 

+ 1 - 1
src/Scripting/Renderer/Dbg.bpi.h

@@ -1,4 +1,4 @@
 
 class_<Dbg, noncopyable>("Dbg", no_init)
-	.add_property("enable", &Dbg::isEnabled, &Dbg::setEnabled)
+	.add_property("enabled", &Dbg::isEnabled, &Dbg::setEnabled)
 ;

+ 3 - 3
src/Scripting/ScriptingEngine.h

@@ -31,9 +31,9 @@ class ScriptingEngine: public Object
 		void exposeVar(const char* varName, Type* var);
 
 	private:
-		boost::python::object mainModule;
-		boost::python::object ankiModule;
-		boost::python::object mainNamespace;
+		python::object mainModule;
+		python::object ankiModule;
+		python::object mainNamespace;
 
 		/**
 		 * Init python and modules