# To-do items, wanted features, bugs: ## Cool - Examples of branching. This will probably need recursion via functions (or an explicit stack some other way). If I simply split a boundary into sub-boundaries per the rules I already have in my notes, then this still lets me split any way I want to without having to worry about joining N boundaries instead of 2, doesn't it? - Note that for this to work right, either gen2mesh has to be called separately on every straight portion, or I have to make a version of gen2mesh that can handle something more like trees of boundaries, not just flat lists. - More complicated: Examples of *merging*. I'm not sure on the theory behind this. ## Annoying/boring - https://en.wikipedia.org/wiki/Polygon_triangulation - do this to fix my wave example! - I really need to standardize some of the behavior of fundamental operations (with regard to things like sizes they generate). This is behavior that, if it changes, will change a lot of things that I'm trying to keep consistent so that my examples still work. - Winding order. It is consistent through seemingly everything, except for reflection and close_boundary_simple. (When there are two parallel boundaries joined with something like join_boundary_simple, traversing these boundaries in their actual order to generate triangles - like in close_boundary_simple - will produce opposite winding order on each. Imagine a transparent clock: seen from the front, it moves clockwise, but seen from the back, it moves counter-clockwise.) - File that bug that I've seen in trimesh/three.js (see trimesh_fail.ipynb) - Why do I get the weird zig-zag pattern on the triangles, despite larger numbers of them? Is it something in how I twist the frames? - How can I compute the *torsion* on a quad? I think it comes down to this: torsion applied across the quad I'm triangulating leading to neither diagonal being a particularly good choice. Subdividing the boundary seems to help, but other triangulation methods (e.g. turning a quad to 4 triangles by adding the centroid) could be good too. - Facets/edges are just oriented the wrong way... - Picking at random the diagonal on the quad to triangulate with does seem to turn 'error' just to noise, and in its own way this is preferable. - Integrate parallel_transport work and reuse what I can ## Abstractions - This has a lot of functions parametrized over a lot of functions. Need to work with this somehow. (e.g. should it subdivide this boundary? should it merge opening/closing boundaries?) - Some generators produce boundaries that can be directly merged and produce sensible geometry. Some generators produce boundaries that are only usable when they are further transformed (and would produce degenerate geometry). What sort of nomenclature captures this? - How can I capture the idea of a group of parameters which, if they are all scaled in the correct way (some linearly, others inversely perhaps), generated geometry that is more or less identical except that it is higher-resolution? - Use mixins to extend 3D transformations to things (matrices, cages, meshes, existing transformations) ## ???? - Embed this in Blender?