This needs a title
Highest priority:
- Continue fixing
to_mesh_iter, which still doesn't yet handle branching because (for one thing) it never tracks depth properly in order to backtrack. - Clean up
twist- maybe make a struct or trait. - Do transforms compose in the reverse of automata_scratch? This appears to be the case.
Important but less critical:
- Do I actually need
EmptyRuleor can I get rid of a bunch of extraneous nesting?RuleEvalwith empty meshes and no children is equivalent. I have usedEmptyRuleexactly zero times. - Why must I repeat myself so much in these definitions?
- The notation for transforms is really cumbersome. Some syntactic sugar might go far.
- What patterns can I factor out? I do some things regularly, like:
the clockwise boundaries, the zigzag connections, the iterating over
a
Vec<Vertex>to transform each element and make another vector. - Docs on modules
- Grep for all TODOs in code, really.
- Look at everything in README.md in automata_scratch.
- Implement some of the tougher examples from the above too, e.g. the
triple nested spiral. See
examples.py.
If I'm bored:
- Fix links in tri_mesh docs that use relative paths & do a PR?
- Look in https://www.nalgebra.org/quick_reference/# for "pour obtain". Can I fix this somehow? Looks like a French-ism that made its way in.
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