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Better faces #1040
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Better faces #1040
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This could be a way to attach an edge-length refiner with collapse or subdivide done per polygon. |
Vec<TriPriority> triPriority(numTri); | ||
for_each_n(autoPolicy(numTri), countAt(0), numTri, | ||
[&triPriority, this](int tri) { | ||
meshRelation_.triRef[tri].faceID = -1; |
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Is this causing the check in line 238 and 249 to always be false?
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No, because they get reassigned on lines 240 and 253.
can the random selection be more deterministic for like ai.. and import recreation / reproducibility |
Since this is based on sorting, it should be as deterministic as we can hope for. |
Can you see what happens when you try to merge https://github.com/user-attachments/files/17969298/node_3d.zip ? |
I'm replacing our
CreateFaces
algorithm. Our previous was based on connected components, but in the case of e.g. a high-res sphere, it would connect everything into one big face. So then we added an algorithm to check global tolerance of each face after the fact, and if that failed, it would just throw out all the faces and say each triangle was individual.This new algorithm skips all that and instead finds faces by starting with the largest triangle and searching its neighbors until none are within tolerance. Then it gets the next largest unprocessed triangle and does it again, serially, until all triangles have been assigned to faces. It's a bit arbitrary, but works decently.
Ideally we can eventually follow this on with some improved edge collapsing code.