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path: root/game/geoData.cpp
Commit message (Collapse)AuthorAge
* Remove split face specialisationDan Goodliffe37 hours
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* Share code between boundary and strip edge node reuseDan Goodliffe39 hours
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* Reuse existing vertices when processing strip verticesDan Goodliffe9 days
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* Reuse existing vertices when processing boundary partsDan Goodliffe11 days
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* Fix do bounary part iterationDan Goodliffe11 days
| | | | Exit when current vertex is adjacent to the end
* Reverse order of last boundary part additionDan Goodliffe11 days
| | | | It's the manual last end, shame it has to be weird.
* First version rewrite of terrain deformation, much still to doDan Goodliffe12 days
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* Further template maths functionsDan Goodliffe2024-10-21
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* Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
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* Simplify new face split loopDan Goodliffe2024-04-26
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* Set the face surface type when setting heightDan Goodliffe2024-04-26
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* Don't return newly created faces from splitDan Goodliffe2024-04-26
| | | | | It's not as simple as it looks as adjacent faces may also be split, making this a bit misleading.
* Add GeoData face property for surface typeDan Goodliffe2024-04-08
| | | | Arbitrary int type for now.
* Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
| | | | Which must be a size of multiples of GRID_SIZE, 10m
* Don't garbage collect the terrain meshDan Goodliffe2024-04-04
| | | | Use skipping iterators instead, GC would be implicit during save/load
* Update normals only as requiredDan Goodliffe2024-04-04
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* Boundary edge and one time split with repeated 4-way split of large facesDan Goodliffe2024-04-01
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* Replace face 4-way splitDan Goodliffe2024-04-01
| | | | Fixes integer rounding issue and returns the new face handles
* Factor out some helper lambdas into membersDan Goodliffe2024-03-31
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* Split long boundary edgesDan Goodliffe2024-03-31
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* Split faces with two large boundary sidesDan Goodliffe2024-03-31
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* Don't save original face handlesDan Goodliffe2024-03-31
| | | | Not required, likely to change anyway.
* Handle almost straight edges with a simple bisectDan Goodliffe2024-03-30
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* Dedupe addition of extrusionsDan Goodliffe2024-03-23
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* Handle and test concave surface boundariesDan Goodliffe2024-03-23
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* Create extents purely from corner arcsDan Goodliffe2024-03-23
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* Remove boundary collectionDan Goodliffe2024-03-23
| | | | We can simply walk the boundary as required
* Extract vector_normal helper into libDan Goodliffe2024-03-23
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* Add helper constructors to ArcDan Goodliffe2024-03-21
| | | | | | * Two angles, wraps logic ensuring b after a * Two vector directions * Centre and two endpoints, in at least 2 dimensions, uses .xy()
* Simplify creation of planesDan Goodliffe2024-03-18
| | | | Uses limit directions instead of fake triangles
* maybe_unused return from cut point searchDan Goodliffe2024-03-18
| | | | Only asserted
* Switch to using planes instead of triangles for deformaton cutDan Goodliffe2024-03-18
| | | | | Removes the hacky need for going a bit too far to account for rounding errors... which didn't really work anyway.
* Fix generation of halfedge extrusion extentsDan Goodliffe2024-03-14
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* Simplify cut loop and termination case searchDan Goodliffe2024-03-14
| | | | Looks for a halfedge from current vertex to end vertex.
* Rewrite most of setHeightsDan Goodliffe2024-03-08
| | | | | Accounts for sensible corners and fixes quite a few bugs and edge cases... introduces a few more, is still a bit glitchy in places
* Bail out early if the input does not define an areaDan Goodliffe2024-03-08
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* Remove the nosplit listDan Goodliffe2024-02-24
| | | | Not required now we don't randomly wonder into the new edges range
* Psycho-rebased branch deform-terrain on top of mainDan Goodliffe2024-02-24
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| * First cut of terrain deformationDan Goodliffe2024-02-22
| | | | | | | | | | | | | | | | | | | | This "works" for some definition of works... But it's flawed in many ways, not least the following: * It's glitchy for no obvious reason * It's unreliable; fails if you tweak the parameters * The sides of the modified area are triangulated in the dumbest possible fashion, which results in ill-formed polygons * Probably other things, but... It works, remember...
| * Include face handle in intersectRay resultDan Goodliffe2024-02-13
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| * Add helpers for testing for triangle overlap/containednessDan Goodliffe2024-02-12
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| * Create flat GeoData as 10m squares instead of one big squareDan Goodliffe2024-02-12
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* | Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
|/ | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly.
* Template Ray on position typeDan Goodliffe2024-01-07
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* Unified crossProductDan Goodliffe2024-01-07
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* Use new calc types in geoDataDan Goodliffe2023-12-17
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* Handle the case where the ray never enters the mapDan Goodliffe2023-12-02
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* Extend ray for intersect walk to cover the extents of the mapDan Goodliffe2023-12-02
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* Replace positionAt with pure integer versionDan Goodliffe2023-12-02
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* Calculate vertex normals onlyDan Goodliffe2023-11-26
| | | | | | Doesn't require half edge normals or face normals, which uses Newell's method, which results in integer overflow... Not to mention we don't need all the other normals.