automata_scratch/README.md
2019-10-12 20:26:40 +02:00

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# 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
- 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.
## Abstractions
- Encode the notions of "generator which transforms an
existing list of boundaries", "generator which transforms
another generator"
- 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?)
- Work directly with lists of boundaries. The only thing
I ever do with them is apply transforms to all of them, or
join adjacent ones with corresponding elements.
- 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?
## ????
- Embed this in Blender?