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feat(frontend): select triangle/rectangle/polygon
mesh.isInFrustum();
mesh.isCompletelyInFrustum();
camera.isInFrustum(mesh)
scene.pickWithRay(ray)
// Triangle traversal strategies/orders:
// - backtrack, zig-zag, Hilbert/Morton curves (locality maximizing)
feat: use `Compodoc` in order to make full usage of `Storybook`
refactor(frontend): draw line preview with separate boxes
Maybe use MeshBuilder.CreateBox()
with box.createInstance()
and
ibox.edgesColor = new Color4(1, 0, 1, 0.1);
ibox.edgesWidth = 10;
ibox.enableEdgesRendering(0.5);
to draw the temporary line.
Use color of voxel in grid for temporary boxes but apply edge-rendering. Use color of voxel to avoid z-fighting/stitching.
Starting a Line (but not finishing it) breaks Undo
When you start a line, select a start point, but then never finish the line, the line start voxel is not added to the undo stack but remains visible.
Steps to reproduce (tested with v0.0.5):
- With the
+ Set Voxel
tool, create something like a long that looks like a 4x1x1 rectangle - Choose the
Line
tool and set the start voxel. The start voxel of the line becomes visible - Point the mouse at some other voxel to see how the line would look like, but don't click any voxel so that the line "preview" doesn't finish
- Then select the
+ Set Voxel
tool again. Note that the "preview" of the line is still lingering around - Use
Edit โ Undo
. It does not undo the line: the starting point from step 2 and the "preview" line from step 4 aren't undone. Instead it directly undoes the last voxel from step 1.
Expected: probably the start voxel (from 2.) and "preview" line (from 3.) should disappear if the line tool is deselected without drawing an end voxel of the line.
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