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Add operation with wedge to ease the representation of the topology of core mesh, with wedges to handle attribs. #589
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Nice !
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Nice first shot. Some improvements suggested.
@nmellado the answer to your question about impact of degenerated triangles on rendering is on the picture post by @dlyr. |
Thin triangles are bad for rendering. More than computation precisions that degrade as the triangles become thin, the most proeminent problem relies to interpolation along the triangles in a mesh : piecewise linear approximation of non linear function over the mesh exhibit large errors and continuity issues. That's why a good mesh for rendering is a mesh that maximise the minimum triangle area and that maximise also the minimum internal angle on the triangle mesh (Delaunay triangulation does this). |
PolyMesh loading has been tested using this file: cube_quads.zip |
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First step of QuadMesh Remaining steps: #589
Here is an overview of what got changed by this pull request: Issues
======
- Added 4
Clones added
============
- tests/unittest/Core/topomesh.cpp 3
- tests/ExampleApps/DrawPrimitivesApp/minimalradium.cpp 3
Clones removed
==============
+ src/Core/Geometry/TopologicalMesh.hpp -10
+ src/Core/Geometry/TopologicalMesh.cpp -10
See the complete overview on Codacy |
auto quad = VectorNui( 4 ); | ||
quad << 0, 1, 2, 3; | ||
auto hepta = VectorNui( 7 ); | ||
hepta << 3, 2, 4, 5, 6, 7, 8; |
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Codacy found an issue: Found suspicious operator ','
need new helpers function.
[tests] topo clean test naming. [tests] add wedge management tests, wip to triangulate. [tests] Add topo triangulate. [tests] newWedgeData(he). [tests] topo unit tests check integrity of triangulated.
core topo use modified version from open mesh collapse. move to collapse internal to private collapse fix loop wedge. detect feature for collapse.
Is this draft PR still needed ? |
yes, there is all the TODO's to do |
First part of this PR has been moved to #595 (add quad meshes for
Core
andEngine
).Second part of this PR has been moved to #719 (add wedge collapse).
Next steps, sorted by decreasing priority:
Add operation with wedge to ease the representation of the topology of core mesh, with wedges to handle attribs.