50 lines
2.3 KiB
Markdown
50 lines
2.3 KiB
Markdown
To-do items, wanted features, bugs:
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- Examples of branching. This will probably need recursion via functions
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(or an explicit stack some other way).
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- I need to figure out winding order. It is consistent through seemingly
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everything, except for reflection and close_boundary_simple.
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(When there are two parallel boundaries joined with something like
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join_boundary_simple, traversing these boundaries in their actual order
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to generate triangles - like in close_boundary_simple - will produce
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opposite winding order on each. Imagine a transparent clock: seen from the
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front, it moves clockwise, but seen from the back, it moves
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counter-clockwise.)
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- Make it easier to build up meshes a bit at a time?
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- Factor out recursive/iterative stuff to be a bit more concise
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- Embed this in Blender?
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- File that bug that I've seen in trimesh/three.js
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(see trimesh_fail.ipynb)
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- Parametrize gen_twisted_boundary over boundaries and
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do my nested spiral
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- Encode the notions of "generator which transforms an
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existing list of boundaries", "generator which transforms
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another generator"
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- This has a lot of functions parametrized over a lot
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of functions. Need to work with this somehow.
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- Work directly with lists of boundaries. The only thing
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I ever do with them is apply transforms to all of them, or
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join adjacent ones with corresponding elements.
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- Why do I get the weird zig-zag pattern on the triangles,
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despite larger numbers of them? Is it something in how I
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twist the frames?
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- How can I compute the *torsion* on a quad? I think it
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comes down to this: torsion applied across the quad I'm
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triangulating leading to neither diagonal being a
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particularly good choice. Subdividing the boundary seems
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to help, but other triangulation methods (e.g. turning a
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quad to 4 triangles by adding the centroid) could be good
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too.
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- Facets/edges are just oriented the wrong way...
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- I need an actual example of branching/forking. If I simply
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split a boundary into sub-boundaries per the rules I already
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have in my notes, then this still lets me split any way I want
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to without having to worry about joining N boundaries instead
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of 2, doesn't it?
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Other notes:
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- Picking at random the diagonal on the quad to triangulate with
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does seem to turn 'error' just to noise, and in its own way this
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is preferable.
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