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Commit message (Collapse)AuthorAge
* Allow setting a flag to say (vertex) normals have been providedDan Goodliffe2023-04-25
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* Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
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* Pass texture fragment mapmode to texture atlasDan Goodliffe2023-04-14
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* Configure texture fragment mapmode from materialDan Goodliffe2023-04-14
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* Create texture fragments from materialsDan Goodliffe2023-04-14
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* Load texture images in WorkerDan Goodliffe2023-04-14
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* Have texture packer search harder for a solution, stopping at the reported ↵Dan Goodliffe2023-04-14
| | | | texture size limit
* Reduce texture size determined by packer if non-pot sizes are supportedDan Goodliffe2023-04-14
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* Fix typo in name SceneCPtrDan Goodliffe2023-04-13
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* Use texture atlas for asset factoryDan Goodliffe2023-04-13
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* Load assimp textures in parallelDan Goodliffe2023-04-10
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* First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
* Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
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* One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
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* Move remaining split/plane functions to use libraryDan Goodliffe2023-04-09
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* Start to factor out geometric place from face controller splitDan Goodliffe2023-04-09
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* Simplify extrudingDan Goodliffe2023-04-08
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* Remove no longer required getAdjacentFaceNameDan Goodliffe2023-04-08
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* Generate extrusion face names from halfedge adjacent face namesDan Goodliffe2023-04-08
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* Remember the name of the adjacent face of each halfedge of each named faceDan Goodliffe2023-04-08
| | | | | Used when extruding to remember what the new face name will be, even after the adjacent face has been removed/replaced/split/etc
* Extend face controller to support splitting a face along a planeDan Goodliffe2023-04-07
| | | | Individual parts of the splits faces can then be styled separately
* Apply styles in first loop over controlled facesDan Goodliffe2023-03-21
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* Move smooth property into Style and make it optionalDan Goodliffe2023-03-20
| | | | This allows it to cascade down as faces are created and also be overridden as required
* Slightly tidier FaceController? It's still a messDan Goodliffe2023-03-20
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* Support applying a single face controller to multiple facesDan Goodliffe2023-03-20
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* Fix left/right swap of cuboid face namesDan Goodliffe2023-03-20
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* Fix some name shadowing in FaceControllerDan Goodliffe2023-03-20
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* Use OpenMesh built-in to calculate face centreDan Goodliffe2023-03-19
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* Dedupe vertices during asset factory mesh buildDan Goodliffe2023-03-19
| | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem
* Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
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* Use halfedge for texture coordinatesDan Goodliffe2023-03-18
| | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces
* Use indices instead of triangulationDan Goodliffe2023-03-18
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* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
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* Simplify calculation of texture position fractionDan Goodliffe2023-03-16
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* Populate super texture with fragmentsDan Goodliffe2023-03-15
| | | | | This is kinda buggy due to TexturePacker sorting its input array and the client having no idea the order of the results.
* Support creating a super texture from fragmentsDan Goodliffe2023-03-14
| | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey
* Dedupe applying style to a faceDan Goodliffe2023-03-12
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* Dedupe looking up the style stack for colourDan Goodliffe2023-03-12
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* Support loading texture references into facesDan Goodliffe2023-03-12
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* Support loading references to texture fragmentsDan Goodliffe2023-03-12
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* Initial version of texture packerDan Goodliffe2023-03-11
| | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal.
* 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
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* Rewrite asset factory cylinder generatorDan Goodliffe2023-03-09
| | | | | Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge shading.
* Make add_namedFace a thin template wrapperDan Goodliffe2023-03-09
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* 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.
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
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* Add Asset helpers to construct OpenGL ready meshes from Asset Factory meshes ↵Dan Goodliffe2023-03-04
| | | | during load
* Split Asset into its own fileDan Goodliffe2023-03-03
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* Add ParseBaseDan Goodliffe2023-03-02
| | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects