Lagrange
Todo List
Member EmbreeRayCaster< ScalarType >::commit_scene_changes ()
Now that this is automatically called by update_internal() based on a dirty flag, can we make this a protected/private function? That would break the API so maybe reserve it for a major version.
Member EmbreeRayCaster< ScalarType >::generate_scene ()
Make the dirty flags more fine-grained so that only the changed meshes are re-sent to Embree.
Member lagrange::AttributeUsage
Add skinning weights + others?
Member lagrange::close_small_holes (MeshType &mesh, size_t max_hole_size)
Remap attribute. For now all input mesh attributes are dropped.
Member lagrange::internal::fast_edge_sort (Index num_edges, Index num_vertices, Func get_edge, span< Index > vertex_to_first_edge={})
Maybe we can implement a local cache system for SurfaceMesh<> to reuse tmp buffers. Maybe this would make the add_vertex/add_facet functions efficient enough that we do not need to allocate them all at once in our triangulate_polygonal_facets function.
Member lagrange::map_attribute_in_place (SurfaceMesh< Scalar, Index > &mesh, AttributeId id, AttributeElement new_element)
To be truly in-place ideally the new AttributeId should be the same as the old one.
Member lagrange::map_attribute_in_place (SurfaceMesh< Scalar, Index > &mesh, std::string_view name, AttributeElement new_element)
To be truly in-place ideally the new AttributeId should be the same as the old one.
Member lagrange::reorder_mesh (SurfaceMesh< Scalar, Index > &mesh, ReorderingMethod method)
Reorder mesh facets as well.
Member lagrange::transform_mesh (SurfaceMesh< Scalar, Index > &mesh, const Eigen::Transform< Scalar, Dimension, Eigen::Affine > &transform, const TransformOptions &options={})
Add an overload for 2D transforms.
Member lagrange::transformed_mesh (SurfaceMesh< Scalar, Index > mesh, const Eigen::Transform< Scalar, Dimension, Eigen::Affine > &transform, const TransformOptions &options={})
Add an overload for 2D transforms.
Member Mesh< _VertexArray, _FacetArray >::find_edge_from_vertices (Index v0, Index v1) const
Move this to MeshNavigation?