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Commit message (Collapse)AuthorAge
* Remove more use of legacy types from asset factoryDan Goodliffe2024-01-01
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* nodiscard in Asset factory mutationDan Goodliffe2024-01-01
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* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
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* 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.
| * 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.
| * 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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* | Move OpenMesh/GLM compatibility structs to common placeDan Goodliffe2023-10-27
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* Swap GLEW for more modern gladDan Goodliffe2023-05-28
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Set vertex normals from AssImp data if availableDan Goodliffe2023-04-25
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* Don't update face/vertex normals if normals were provided, simply use them as isDan Goodliffe2023-04-25
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* 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