MeshGroups. (Again)#120
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ArcturusEmrys wants to merge 7 commits intoInochi2D:mainfrom
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Three parts: - Testing whether a point is in a triangle. - Efficient (but not guaranteed correct) testing of a point is in which triangle among those in a given mesh, with a bitmask constructed for the mesh. - Given parent mesh and parent deformation, deform child mesh. Essentially letting one parent triangle drag a child vertex that is contained in it, and this drag can be chacterized by an inverse matrix, which can be reused for efficiency. Intensive test for bitmask included (with a .png depicting the base test case), testing that bitmask yields correct test results for points with the whole test space transforming. However, as mentioned, this bitmask method is not guaranteed to be correct, thus it is hard to define a "good enough" test case. It is easy to construct counterexamples. An experimental attempt on dynamic bitmask step size is commented out cause test suites do not like it. A step size of `1` should be usable in actual rendering anyways.
I have a Puppet file with meshgroups that do not have valid mesh data. Inochi appears to handle this by creating a Mesh block with empty verts/indices, but NO uvs. Inox can handle the former but not the latter. (The origin field is unaffected, if you're wondering.)
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This is an extension of #103 as the original author confirmed they are no longer interested in continuing their version of the PR.
Most of my additions are work-arounds for various error states caused by the output of Inochi Creator's exports. Specifically, if you do not add a mesh to a MeshGroup (which I do a lot), Inochi Creator will create incomplete mesh information for that MeshGroup. Inochi Session will ignore the information but Inox2D will complain and panic.
I'm not sure if this is 100% accurate, but it seems to work for what I'm doing so far. I may have to come back to this with more stringent tests.