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Description
Currently there's a mesh optimization algorithm implemented that doesn't work due to it generating non-manifold edges. Specifically these ones:
public List BorderEdges { get; } = new();
Can you first determine a baseline (by running program.cs in the 3mf console app) which generates files with vertices and all and also logs to the console how much border edges there are
Then implement a completely from scratch new mesh optimization algorithm that takes into account these limitations and then rerun everything to see if we've still got 0 border edges. As long as we don't have 0 border edges you're not done.
First make a very elaborate plan where one of the steps should be to do a deep dive and research into mesh optimization specifically usefull in the case of optimizing walls / ground / things in a maze. The thing is here that everything is made out of adjacent cuboids.