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path: root/game/geoData.h
Commit message (Collapse)AuthorAge
* 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.
* Create terrain vertices per surface typeDan Goodliffe2024-04-12
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* Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
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* Add GeoData face property for surface typeDan Goodliffe2024-04-08
| | | | Arbitrary int type for now.
* Update normals only as requiredDan Goodliffe2024-04-04
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* Add lots of simple triangle property helpersDan 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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* 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...
| * Fix getting cartesian coords from triangle bariposDan Goodliffe2024-02-14
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| * 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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* | 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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* 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.
* 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 all the things - headersDan Goodliffe2023-11-07
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| * Reformat with new clang-formatDan Goodliffe2023-11-07
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* | Fix todo for handling a terrain walk from outside the meshDan Goodliffe2023-11-05
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* | Add methods to walk the boundary of the terrain meshDan Goodliffe2023-11-05
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* | Simplify some logic with the triangle constructDan Goodliffe2023-11-04
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* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* Remove useless GeoData default constructorDan Goodliffe2022-11-14
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* Progressive constructors for RayTracerDan Goodliffe2022-01-13
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* Fix up includesDan Goodliffe2022-01-13
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* Ray Trace cursor clicks to terrain surfaceDan Goodliffe2022-01-10
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* Tweak ray tracer calls to account for scaleDan Goodliffe2022-01-08
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* Initial commit GeoData ray tracerDan Goodliffe2022-01-07
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* Extracting finding a surround geo quad into separate functionDan Goodliffe2022-01-04
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* Support for querying terrain height in GeoDataDan Goodliffe2022-01-03
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* Separate geographic data (GeoData) from its visual representation(s) (Terrain)Dan Goodliffe2022-01-02