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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
* Parse colour values as they're readDan Goodliffe2023-03-02
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* Remove to specify if the Selection pointer type is shared or notDan Goodliffe2023-02-28
| | | | Inferred based on whether the pointer is copyable or not.
* Support for named colours in assetsDan Goodliffe2023-02-27
| | | | Fixes up some error handling in colour parser.
* Load the X11 RGB colour definitions into a mapDan Goodliffe2023-02-27
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* Name new faces based on adjacent faces when extrudingDan Goodliffe2023-02-25
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* Primitives add named facesDan Goodliffe2023-02-25
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* Add face name property and wrapper to add a named faceDan Goodliffe2023-02-25
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* 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
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* Fixup MapByMember to work with shared or unique ptrDan Goodliffe2023-02-22
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* Move Appender in Persistence NS and simplify typesDan Goodliffe2023-02-21
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* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21
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* Support for loading objects, uses and model factories from an XML resourceDan Goodliffe2023-02-21
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* Add missing overrideDan Goodliffe2023-02-21
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* Add support for smooth facesDan Goodliffe2023-02-16
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* Refactor so ModelFactoryMesh can define the smooth property on facesDan Goodliffe2023-02-16
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* 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