Commit message (Collapse) | Author | Age | ||
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* | Slightly tidier FaceController? It's still a mess | Dan Goodliffe | 2023-03-20 | |
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* | Support applying a single face controller to multiple faces | Dan Goodliffe | 2023-03-20 | |
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* | Fix left/right swap of cuboid face names | Dan Goodliffe | 2023-03-20 | |
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* | Fix some name shadowing in FaceController | Dan Goodliffe | 2023-03-20 | |
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* | Use OpenMesh built-in to calculate face centre | Dan Goodliffe | 2023-03-19 | |
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* | Dedupe vertices during asset factory mesh build | Dan Goodliffe | 2023-03-19 | |
| | | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem | |||
* | Add aggregrate constructor to TexturePacker::Area as required | Dan Goodliffe | 2023-03-19 | |
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* | Use halfedge for texture coordinates | Dan Goodliffe | 2023-03-18 | |
| | | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces | |||
* | Use indices instead of triangulation | Dan Goodliffe | 2023-03-18 | |
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* | Fix texture packer return value so positions match inputs | Dan Goodliffe | 2023-03-17 | |
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* | Simplify calculation of texture position fraction | Dan Goodliffe | 2023-03-16 | |
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* | Populate super texture with fragments | Dan Goodliffe | 2023-03-15 | |
| | | | | | 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 fragments | Dan Goodliffe | 2023-03-14 | |
| | | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey | |||
* | Dedupe applying style to a face | Dan Goodliffe | 2023-03-12 | |
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* | Dedupe looking up the style stack for colour | Dan Goodliffe | 2023-03-12 | |
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* | Support loading texture references into faces | Dan Goodliffe | 2023-03-12 | |
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* | Support loading references to texture fragments | Dan Goodliffe | 2023-03-12 | |
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* | Initial version of texture packer | Dan Goodliffe | 2023-03-11 | |
| | | | | | 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 Goodliffe | 2023-03-10 | |
| | | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack. | |||
* | Mutation persists its own members | Dan Goodliffe | 2023-03-10 | |
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* | Rewrite asset factory cylinder generator | Dan Goodliffe | 2023-03-09 | |
| | | | | | Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge shading. | |||
* | Make add_namedFace a thin template wrapper | Dan Goodliffe | 2023-03-09 | |
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* | Refactor of asset factory to address mutation/face controller logic | Dan Goodliffe | 2023-03-09 | |
| | | | | | | | | | 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 instance | Dan Goodliffe | 2023-03-04 | |
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* | Add Asset helpers to construct OpenGL ready meshes from Asset Factory meshes ↵ | Dan Goodliffe | 2023-03-04 | |
| | | | | during load | |||
* | Split Asset into its own file | Dan Goodliffe | 2023-03-03 | |
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* | Add ParseBase | Dan Goodliffe | 2023-03-02 | |
| | | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects | |||
* | Parse colour values as they're read | Dan Goodliffe | 2023-03-02 | |
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* | Remove to specify if the Selection pointer type is shared or not | Dan Goodliffe | 2023-02-28 | |
| | | | | Inferred based on whether the pointer is copyable or not. | |||
* | Support for named colours in assets | Dan Goodliffe | 2023-02-27 | |
| | | | | Fixes up some error handling in colour parser. | |||
* | Load the X11 RGB colour definitions into a map | Dan Goodliffe | 2023-02-27 | |
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* | Name new faces based on adjacent faces when extruding | Dan Goodliffe | 2023-02-25 | |
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* | Primitives add named faces | Dan Goodliffe | 2023-02-25 | |
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* | Add face name property and wrapper to add a named face | Dan Goodliffe | 2023-02-25 | |
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* | Support for recursive colouring of asset factory faces | Dan Goodliffe | 2023-02-24 | |
| | | | | Updates colours in sample model. | |||
* | Implement loading asset, mesh and face definitions | Dan Goodliffe | 2023-02-22 | |
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* | Fixup MapByMember to work with shared or unique ptr | Dan Goodliffe | 2023-02-22 | |
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* | Move Appender in Persistence NS and simplify types | Dan Goodliffe | 2023-02-21 | |
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* | Rename ModelFactory to AssetFactory | Dan Goodliffe | 2023-02-21 | |
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* | Support for loading objects, uses and model factories from an XML resource | Dan Goodliffe | 2023-02-21 | |
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* | Add missing override | Dan Goodliffe | 2023-02-21 | |
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* | Add support for smooth faces | Dan Goodliffe | 2023-02-16 | |
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* | Refactor so ModelFactoryMesh can define the smooth property on faces | Dan Goodliffe | 2023-02-16 | |
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* | First cut of the model factory and the hardcoded Brush 47 model | Dan Goodliffe | 2023-02-15 | |
Requires temporary change to the fragment shader to hardcode some visible colour to the model |