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Version bump, new changelog, miscelaneous fixes
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kvark committed Feb 23, 2018
1 parent d5e0232 commit fd0ac7c
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3 changes: 1 addition & 2 deletions .travis.yml
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Expand Up @@ -23,8 +23,7 @@ notifications:
on_start: never

script:
- cargo check
- cargo doc
- cargo test
- cargo test --all-features
- cargo doc
# - if [ "$TRAVIS_RUST_VERSION" == "nightly" ]; then (cargo bench); fi
29 changes: 29 additions & 0 deletions CHANGELOG.md
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@@ -0,0 +1,29 @@
## Change Log

### v0.3 (24 Feb 2018)
- parent objects now hold children alive, not the other way around
- PBR materials, custom pipelines
- glTF scene loader, including animation curves
- animation framework with vertex skinning and morphing
- instanced rendering
- text objects
- skybox and background texture support
- richer input API
- gltf examples: PBR shader, node animations, morpth targets, vertex skinning

### v0.2 (06 Jul 2017)
- basic documentation
- [Mint](https://github.com/kvark/mint)-flavored math API
- revamped input API, orbital camera controller
- blend shape animations
- optimized scene graph and renderer
- examples: anim, group (cube-ception)

### v0.1 (08 Jun 2017)
- scene graph built with [Froggy](https://github.com/kvark/froggy)
- renderer with [gfx-rs](https://github.com/gfx-rs/gfx/tree/pre-ll)
- cameras: perspective, ortho
- window and input handling
- Wavefront OBJ loader
- texture loader
- examples: lights, materials, obj, shapes, sprite, basic aviator
6 changes: 3 additions & 3 deletions Cargo.toml
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@@ -1,7 +1,7 @@
[package]
name = "three"
version = "0.2.0"
authors = ["Dzmitry Malyshau <[email protected]>"]
version = "0.3.0"
authors = ["Three-rs Developers"]
license = "MIT/Apache-2.0"
description = "Three.js inspired 3D engine in Rust"
categories = ["graphics", "game-engines"]
Expand Down Expand Up @@ -52,7 +52,7 @@ gfx_window_glutin = { version = "0.20", optional = true }
glutin = { version = "0.12", optional = true }

[dev-dependencies]
env_logger = "0.4"
env_logger = "0.5"
notify = "4"
rand = "0.3"

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2 changes: 1 addition & 1 deletion examples/aviator/main.rs
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Expand Up @@ -19,7 +19,7 @@ const COLOR_BROWN_DARK: three::Color = 0x23190f;
const COLOR_BLUE: three::Color = 0x68c3c0;

fn main() {
env_logger::init().unwrap();
env_logger::init();
let mut rng = rand::thread_rng();

let mut win = three::Window::new("Three-rs Aviator demo");
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2 changes: 1 addition & 1 deletion examples/gltf-morph-targets.rs
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Expand Up @@ -19,7 +19,7 @@ fn main() {
mixer.action(clip);
}

let camera = window.factory.perspective_camera(60.0, 0.1 .. 10.0);
let camera = window.factory.perspective_camera(60.0, 0.1 .. 20.0);
camera.set_position([0.0, 1.0, 5.0]);

let mut controls = three::controls::Orbit::builder(&camera)
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3 changes: 2 additions & 1 deletion examples/sprite.rs
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Expand Up @@ -25,11 +25,12 @@ impl Animator {
&mut self,
switch_row: Option<u16>,
) {
self.timer.reset();
if let Some(row) = switch_row {
self.timer.reset();
self.current = [0, row];
self.update_uv();
} else if self.timer.elapsed() >= self.duration && (self.repeat || self.current[0] < self.cell_counts[0]) {
self.timer.reset();
self.current[0] += 1;
if self.current[0] < self.cell_counts[0] {
self.update_uv();
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3 changes: 1 addition & 2 deletions src/animation.rs
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@@ -1,4 +1,5 @@
// TODO: Rewrite examples such that they don't rely on the gltf-loader feature.

//! Animation system.
//!
//! ## Introduction
Expand Down Expand Up @@ -489,14 +490,12 @@ impl ActionData {
))
};
let update = frame_start_value.slerp(frame_end_value, s);
use Object;
target.set_orientation(update);
}
(Binding::Orientation, &Values::Quaternion(ref values)) => {
let frame_start_value: cgmath::Quaternion<f32> = values[frame_index].into();
let frame_end_value: cgmath::Quaternion<f32> = values[frame_index + 1].into();
let update = frame_start_value.slerp(frame_end_value, s);
use Object;
target.set_orientation(update);
}
(Binding::Position, &Values::Vector3(ref values)) => {
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5 changes: 5 additions & 0 deletions src/render/mod.rs
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Expand Up @@ -687,6 +687,11 @@ impl Renderer {
scene: &Scene,
camera: &Camera,
) {
{
use gfx::Device;
self.device.cleanup();
}

let mut hub = scene.hub.lock().unwrap();
hub.process_messages();
// update joint transforms of skeletons
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