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Commit message (Collapse)AuthorAge
* 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.
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* 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.
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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* Create water squares/polygons only where requiredDan Goodliffe2024-04-07
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* Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
| | | | Which must be a size of multiples of GRID_SIZE, 10m
* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* 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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* 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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* 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()
* Make arc_length a member functionDan Goodliffe2024-03-21
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* 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...
| * Fix calculation of texture coords of terrainDan Goodliffe2024-02-22
| | | | | | | | While we still use this...
| * 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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| * 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.
* Remove the generic cache completelyDan Goodliffe2024-01-26
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* Remove the static texture cacheDan Goodliffe2024-01-25
| | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone.
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
| | | | Makes the network shaders generic to network type
* Remove the old custom mesh per network link renderingDan Goodliffe2024-01-21
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* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
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