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| * Test case for finding ray entry pointsDan Goodliffe2023-12-02
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| * Handle the case where the ray never enters the mapDan Goodliffe2023-12-02
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| * Extend ray for intersect walk to cover the extents of the mapDan Goodliffe2023-12-02
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| * Replace positionAt with pure integer versionDan Goodliffe2023-12-02
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| * Add crossInt - cross product for integer vectorsDan Goodliffe2023-12-02
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| * Restore some treesDan Goodliffe2023-11-26
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| * Fix terrain texture tilingDan Goodliffe2023-11-26
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| * Calculate vertex normals onlyDan Goodliffe2023-11-26
| | | | | | | | | | | | Doesn't require half edge normals or face normals, which uses Newell's method, which results in integer overflow... Not to mention we don't need all the other normals.
| * Merge branch 'ints' into terrainDan Goodliffe2023-11-26
| |\ | | | | | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method.
| | * Model positions as integersDan Goodliffe2023-11-25
| | | | | | | | | | | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow
| | * Remove getTransformDan Goodliffe2023-11-25
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| | * Send position and rotation matrix to GPU separately in shadowmapper dynamicDan Goodliffe2023-11-25
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| | * Spread the trees outDan Goodliffe2023-11-25
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| | * Send position and rotation matrix to GPU separately in basic programDan Goodliffe2023-11-25
| | | | | | | | | | | | Missed from earlier commit
| | * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | | | | | | | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
| | * Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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| | * Refactor BufferedLocationT to use a callbackDan Goodliffe2023-11-11
| | | | | | | | | | | | Simplifies customisation in the face of multiple fields
| | * Add BufferedLocation method for getting the rotation only transformDan Goodliffe2023-11-11
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| | * Add Location method for getting the rotation only transformDan Goodliffe2023-11-11
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| | * Fix definition of shadowMapRegionsDan Goodliffe2023-11-09
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| | * WIP typedefing just about everything elseDan Goodliffe2023-11-09
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| | * WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
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| | * WIP typedefing all the things - headersDan Goodliffe2023-11-07
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* | Reformat with new clang-formatDan Goodliffe2023-11-07
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* | Don't request a specific OpenGL version, just check we get something ↵Dan Goodliffe2023-11-07
| | | | | | | | sufficient from gladLoadGL
| * Fix todo for handling a terrain walk from outside the meshDan Goodliffe2023-11-05
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| * Fix calculating extentsDan Goodliffe2023-11-05
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| * Fix and split linesCrossDan Goodliffe2023-11-05
| | | | | | | | | | Previous tested they crossed in a specific direction, which is wrong but useful. Adds linesCrossLtR for this use case.
| * Add methods to walk the boundary of the terrain meshDan Goodliffe2023-11-05
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| * Refactor to further simplify line/point operationsDan Goodliffe2023-11-04
| | | | | | | | Adds another perf test
| * More tests can just use the global fixed dataDan Goodliffe2023-11-04
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| * Simplify some logic with the triangle constructDan Goodliffe2023-11-04
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| * Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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| * Reformat test sourceDan Goodliffe2023-11-04
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| * Calculate and expose the extents of the terrain meshDan Goodliffe2023-11-04
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| * Static helper for loading ASCII grid dataDan Goodliffe2023-11-04
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| * Psycho-rebased branch terrain on top of mainDan Goodliffe2023-11-03
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| | * Implement terrain intersect rayDan Goodliffe2023-11-03
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| | * Helper to get cartesian position from baricentric on TriangleDan Goodliffe2023-11-03
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| | * Increase BOOST_CHECK_CLOSE_VEC stream precisionDan Goodliffe2023-11-03
| | | | | | | | | | | | | | | Spent way too long trying to explain a test failure because the precision of the debug didn't show the differences.
| | * Terrain mesh method for getting the height/position at a point on the surfaceDan Goodliffe2023-11-02
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| | * Generic N-dimensional terrain triangleDan Goodliffe2023-11-02
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| | * Add test-terrain dependency on sample height dataDan Goodliffe2023-11-02
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| | * Make PointFace harder to misuseDan Goodliffe2023-10-31
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| | * Update walk/walkUntil to work on PointFace from parameterDan Goodliffe2023-10-31
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| | * Helper type for storing/passing/returning a point and its containing faceDan Goodliffe2023-10-31
| | | | | | | | | | | | | | | point is const as face is mutable as a cache of the face containing point.
| | * Initial commit of walk/walkUtil terrainDan Goodliffe2023-10-31
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| | * Initial commit of findPoint on terrainDan Goodliffe2023-10-29
| | | | | | | | | | | | | | | 2D navigate from a default/given starting point, possible scope for improvement, but it's not exactly slow; <9ms
| | * Initial OpenMesh based terrain data and testsDan Goodliffe2023-10-28
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| | * Move OpenMesh/GLM compatibility structs to common placeDan Goodliffe2023-10-27
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