This commit introduce JavaScript as nodes generation script, to procedurally generate input nodes, which usually should draw by user on the canvas.
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Added Intermediates nodes sometimes will make the whole part’s mesh failed to generate. This commit add a fallback option, when mesh failed to generate, the generator will try again without the intermediate nodes added.
This feature is inspired from Nico J. Dolloso’s model (https://twitter.com/nicodoll).
Before this commit, the cut normal of intermediate nodes doesn't consider the original nodes' travesal direction. This will cause self intersection in some cases.
In this commit, the wrapping algorithm consider the position of neighbor's neighbor, so the cut normal of branch nodes would looks more natural. This commit also fix the radius calculation of the branch face.
Thanks @KeepFenDou for pointing out this issue.
If one part configured color solubility, the generated color texture seam between the neighbor parts will be gradient filled using this part's color with the specified solubility.
Demo: https://twitter.com/jeremyhu2016/status/1132159910815227904
Mesh layout and thickness adjustment are depend on base plane calculation. In this build, the base plane calculation could be limited to front plane, side plane, and so on, compare to without any limitation in previous implementation.
Replace triangulation algorithm with CGAL triangulate_faces, the quality of generated mesh improved a lot.
This commit also reduced max uv packer times.
Add a crc64 hash check for history keeping to avoid repeated snapshot.
Besides, before, there is a logic error in the undo implementation, which recover the most recent snapshot from undo stack, so user need undo twice and at the second undo get the expected result. This incorrect behavior got fixed.
Now, we have our own automatic uv unwrapping library: simpleuv
thekla_atlas works good on good mesh, however, sometimes, it crashs and cann't handle bad cases very well.