summaryrefslogtreecommitdiff
path: root/assetFactory/use.cpp
Commit message (Collapse)AuthorAge
* Remove conflicting glm::vec operatorsDan Goodliffe2024-06-01
| | | | | | % and %= already exist and abusing them for simplifying perspective multiplication was always a bad idea. Here they just become named functions.
* 3D relative scaling in asset factoryDan Goodliffe2024-01-27
| | | | Reduces excess vertices in cylinders
* Reformat with new clang-formatDan Goodliffe2023-11-07
|
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵Dan Goodliffe2023-03-10
| | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack.
* Mutation persists its own membersDan Goodliffe2023-03-10
|
* Refactor of asset factory to address mutation/face controller logicDan Goodliffe2023-03-09
| | | | | | | | | Fixes issue where face controller extrusions applied to a rotated or scaled mesh would be applied incorrectly. Now we create the mesh at the origin, deform it as required (scale), apply face controllers and finally relocate it as required (position and rotation). A relative level of detail is cascade into the generation for shapes like cylinder, which generate fewer faces for small objects.
* Add ParseBaseDan Goodliffe2023-03-02
| | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects
* Parse colour values as they're readDan Goodliffe2023-03-02
|
* Support for recursive colouring of asset factory facesDan Goodliffe2023-02-24
| | | | Updates colours in sample model.
* Implement loading asset, mesh and face definitionsDan Goodliffe2023-02-22
|
* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21
|
* Support for loading objects, uses and model factories from an XML resourceDan Goodliffe2023-02-21
|
* First cut of the model factory and the hardcoded Brush 47 modelDan Goodliffe2023-02-15
Requires temporary change to the fragment shader to hardcode some visible colour to the model