Commit message (Collapse) | Author | Age | ||
---|---|---|---|---|
... | ||||
| * | Fix water texture wrapper in light of large position values | Dan Goodliffe | 2024-04-07 | |
| | | ||||
| * | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 | |
| | | ||||
| * | Create water squares/polygons only where required | Dan Goodliffe | 2024-04-07 | |
| | | ||||
| * | Fix creating a flat terrain of exactly the requested size | Dan Goodliffe | 2024-04-07 | |
| | | | | | | | | Which must be a size of multiples of GRID_SIZE, 10m | |||
| * | Split water from terrain | Dan Goodliffe | 2024-04-06 | |
|/ | | | | Shares the geo data instance, and still has the same implementation at this stage. | |||
* | Merge remote-tracking branch 'origin/deform-terrain' | Dan Goodliffe | 2024-04-04 | |
|\ | | | | | | | | | | | | | | | Two related issues remain: * Terrain self shadowing is common and handled poorly * Odd, but mathematically correct patterns/stripes in feature boundaries Neither of these relate directly to deformation. | |||
| * | Remove wireframe mode from test renders | Dan Goodliffe | 2024-04-04 | |
| | | ||||
| * | Don't garbage collect the terrain mesh | Dan Goodliffe | 2024-04-04 | |
| | | | | | | | | Use skipping iterators instead, GC would be implicit during save/load | |||
| * | Update normals only as required | Dan Goodliffe | 2024-04-04 | |
| | | ||||
| * | Tests for triangle helpers | Dan Goodliffe | 2024-04-02 | |
| | | ||||
| * | Boundary edge and one time split with repeated 4-way split of large faces | Dan Goodliffe | 2024-04-01 | |
| | | ||||
| * | Add lots of simple triangle property helpers | Dan Goodliffe | 2024-04-01 | |
| | | ||||
| * | Replace face 4-way split | Dan Goodliffe | 2024-04-01 | |
| | | | | | | | | Fixes integer rounding issue and returns the new face handles | |||
| * | Factor out some helper lambdas into members | Dan Goodliffe | 2024-03-31 | |
| | | ||||
| * | Split long boundary edges | Dan Goodliffe | 2024-03-31 | |
| | | ||||
| * | Split faces with two large boundary sides | Dan Goodliffe | 2024-03-31 | |
| | | ||||
| * | Don't save original face handles | Dan Goodliffe | 2024-03-31 | |
| | | | | | | | | Not required, likely to change anyway. | |||
| * | Handle almost straight edges with a simple bisect | Dan Goodliffe | 2024-03-30 | |
| | | ||||
| * | Dedupe addition of extrusions | Dan Goodliffe | 2024-03-23 | |
| | | ||||
| * | Handle and test concave surface boundaries | Dan Goodliffe | 2024-03-23 | |
| | | ||||
| * | Create extents purely from corner arcs | Dan Goodliffe | 2024-03-23 | |
| | | ||||
| * | Remove boundary collection | Dan Goodliffe | 2024-03-23 | |
| | | | | | | | | We can simply walk the boundary as required | |||
| * | Extract vector_normal helper into lib | Dan Goodliffe | 2024-03-23 | |
| | | ||||
| * | Add helper constructors to Arc | Dan Goodliffe | 2024-03-21 | |
| | | | | | | | | | | | | * Two angles, wraps logic ensuring b after a * Two vector directions * Centre and two endpoints, in at least 2 dimensions, uses .xy() | |||
| * | Make arc_length a member function | Dan Goodliffe | 2024-03-21 | |
| | | ||||
| * | vector_yaw only needs 2 dimensions | Dan Goodliffe | 2024-03-21 | |
| | | ||||
| * | Simplify creation of planes | Dan Goodliffe | 2024-03-18 | |
| | | | | | | | | Uses limit directions instead of fake triangles | |||
| * | maybe_unused return from cut point search | Dan Goodliffe | 2024-03-18 | |
| | | | | | | | | Only asserted | |||
| * | Switch to using planes instead of triangles for deformaton cut | Dan Goodliffe | 2024-03-18 | |
| | | | | | | | | | | Removes the hacky need for going a bit too far to account for rounding errors... which didn't really work anyway. | |||
| * | Add non-default constructor to GeometricPlaneT | Dan Goodliffe | 2024-03-18 | |
| | | ||||
| * | Add Ray::intersectPlane | Dan Goodliffe | 2024-03-18 | |
| | | ||||
| * | Fix generation of halfedge extrusion extents | Dan Goodliffe | 2024-03-14 | |
| | | ||||
| * | Simplify cut loop and termination case search | Dan Goodliffe | 2024-03-14 | |
| | | | | | | | | Looks for a halfedge from current vertex to end vertex. | |||
| * | Add deformation test case with lower spec | Dan Goodliffe | 2024-03-09 | |
| | | ||||
| * | Fix non-64bit upgrade wrapper for crossProduct | Dan Goodliffe | 2024-03-09 | |
| | | ||||
| * | Add timeout to deformation unit test | Dan Goodliffe | 2024-03-09 | |
| | | ||||
| * | Set linkflags -z defs | Dan Goodliffe | 2024-03-08 | |
| | | ||||
| * | Rewrite most of setHeights | Dan Goodliffe | 2024-03-08 | |
| | | | | | | | | | | Accounts for sensible corners and fixes quite a few bugs and edge cases... introduces a few more, is still a bit glitchy in places | |||
| * | Bail out early if the input does not define an area | Dan Goodliffe | 2024-03-08 | |
| | | ||||
| * | Rework stream support to work with any collection | Dan Goodliffe | 2024-03-08 | |
| | | ||||
| * | Load terrain deform fixture data from JSON | Dan Goodliffe | 2024-02-26 | |
| | | ||||
| * | Add helper for loading fixtures for data tests from fixture JSON | Dan Goodliffe | 2024-02-26 | |
| | | ||||
| * | Add read persistence support for tuple and pair | Dan Goodliffe | 2024-02-26 | |
| | | ||||
| * | Support extra arguments in SelectionV::make_s | Dan Goodliffe | 2024-02-26 | |
| | | ||||
| * | Make terrain deformation test a data test | Dan Goodliffe | 2024-02-26 | |
| | | | | | | | | Easily test multiple deformations and view them from different angles | |||
| * | Remove the nosplit list | Dan Goodliffe | 2024-02-24 | |
| | | | | | | | | Not required now we don't randomly wonder into the new edges range | |||
| * | Psycho-rebased branch deform-terrain on top of main | Dan Goodliffe | 2024-02-24 | |
|/| | ||||
| * | First cut of terrain deformation | Dan Goodliffe | 2024-02-22 | |
| | | | | | | | | | | | | | | | | | | | | This "works" for some definition of works... But it's flawed in many ways, not least the following: * It's glitchy for no obvious reason * It's unreliable; fails if you tweak the parameters * The sides of the modified area are triangulated in the dumbest possible fashion, which results in ill-formed polygons * Probably other things, but... It works, remember... | |||
| * | Fix calculation of texture coords of terrain | Dan Goodliffe | 2024-02-22 | |
| | | | | | | | | While we still use this... | |||
| * | Check ray intersects triangle 'in front' of start | Dan Goodliffe | 2024-02-14 | |
| | |