| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Remove PositionxD from Network | Dan Goodliffe | 2024-01-07 |
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| * | Global positions in network data | Dan Goodliffe | 2024-01-07 |
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| * | Remove Position3D from RailVehicle | Dan Goodliffe | 2024-01-07 |
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| * | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
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| * | Unified crossProduct | Dan Goodliffe | 2024-01-07 |
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| * | Helper to create a cubiod from dimensions | Dan Goodliffe | 2024-01-06 |
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| * | Simplified RailVehicle::intersectRay | Dan Goodliffe | 2024-01-06 |
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| * | Remove more use of legacy types and unnecessary pointers from selectable ↵ | Dan Goodliffe | 2024-01-01 |
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| * | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
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| * | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 |
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| * | Remove weird operator! on vec2/3 | Dan Goodliffe | 2023-12-29 |
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| * | Use new calc types in geoData | Dan Goodliffe | 2023-12-17 |
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| * | Render correct VAO for rail vehicle shadows | Dan Goodliffe | 2023-12-03 |
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| * | Handle the case where the ray never enters the map | Dan Goodliffe | 2023-12-02 |
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| * | Extend ray for intersect walk to cover the extents of the map | Dan Goodliffe | 2023-12-02 |
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| * | Replace positionAt with pure integer version | Dan Goodliffe | 2023-12-02 |
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| * | Fix terrain texture tiling | Dan Goodliffe | 2023-11-26 |
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| * | Calculate vertex normals only | Dan Goodliffe | 2023-11-26 |
| | | | | | | | 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 terrain | Dan Goodliffe | 2023-11-26 |
| |\ | | | | | | | | | | | 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. | ||
| | * | Model positions as integers | Dan Goodliffe | 2023-11-25 |
| | | | | | | | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow | ||
| | * | Remove getTransform | Dan Goodliffe | 2023-11-25 |
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| | * | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | | | | | | | | 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. | ||
| | * | Send position and rotation matrix to GPU separately | Dan Goodliffe | 2023-11-13 |
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| | * | Refactor BufferedLocationT to use a callback | Dan Goodliffe | 2023-11-11 |
| | | | | | | | | | Simplifies customisation in the face of multiple fields | ||
| | * | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
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| | * | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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| | * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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| | * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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| * | | Fix todo for handling a terrain walk from outside the mesh | Dan Goodliffe | 2023-11-05 |
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| * | | Fix calculating extents | Dan Goodliffe | 2023-11-05 |
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| * | | Fix and split linesCross | Dan Goodliffe | 2023-11-05 |
| | | | | | | | | | | | Previous tested they crossed in a specific direction, which is wrong but useful. Adds linesCrossLtR for this use case. | ||
| * | | Add methods to walk the boundary of the terrain mesh | Dan Goodliffe | 2023-11-05 |
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| * | | Refactor to further simplify line/point operations | Dan Goodliffe | 2023-11-04 |
| | | | | | | | | | Adds another perf test | ||
| * | | Simplify some logic with the triangle construct | Dan Goodliffe | 2023-11-04 |
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| * | | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
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| * | | Calculate and expose the extents of the terrain mesh | Dan Goodliffe | 2023-11-04 |
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| * | | Static helper for loading ASCII grid data | Dan Goodliffe | 2023-11-04 |
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| * | | Implement terrain intersect ray | Dan Goodliffe | 2023-11-03 |
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| * | | Helper to get cartesian position from baricentric on Triangle | Dan Goodliffe | 2023-11-03 |
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| * | | Terrain mesh method for getting the height/position at a point on the surface | Dan Goodliffe | 2023-11-02 |
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| * | | Generic N-dimensional terrain triangle | Dan Goodliffe | 2023-11-02 |
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| * | | Make PointFace harder to misuse | Dan Goodliffe | 2023-10-31 |
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| * | | Update walk/walkUntil to work on PointFace from parameter | Dan Goodliffe | 2023-10-31 |
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| * | | Helper type for storing/passing/returning a point and its containing face | Dan Goodliffe | 2023-10-31 |
| | | | | | | | | | | | point is const as face is mutable as a cache of the face containing point. | ||
| * | | Initial commit of walk/walkUtil terrain | Dan Goodliffe | 2023-10-31 |
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| * | | Initial commit of findPoint on terrain | Dan Goodliffe | 2023-10-29 |
| | | | | | | | | | | | 2D navigate from a default/given starting point, possible scope for improvement, but it's not exactly slow; <9ms | ||
| * | | Initial OpenMesh based terrain data and tests | Dan Goodliffe | 2023-10-28 |
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| * | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
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| * | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
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| * | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 |
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