Ancestors

Toot

Written by Freya Holmér on 2024-09-13 at 20:44

more half edge selection stuff~

I'm pretty happy where half-edge picking is at right now, the only thing left is box selection!

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Descendants

Written by John Francis on 2024-09-13 at 21:01

@acegikmo now everyone can design a tokamak!

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Written by Markus Hofer on 2024-09-13 at 21:18

@acegikmo this looks great! Have a look at Modo if you need any more inspiration for clever selection tools. For example: In Modo I can use the left/right arrow keys to move the selection to a neighbouring edge ring, or select two edges with some unselected in between, then press up to continue that pattern.

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Written by James Waples on 2024-09-13 at 21:18

@acegikmo are you using a DCEL? I only ask because entirely by chance I had to start implanting one a couple of days ago! They’re rather elegant data structures, if a bit confusing

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Written by Freya Holmér on 2024-09-14 at 17:07

@jamwaffles not a pure DCEL/half-edge implementation no! I have edges as well as a separate element, and my half-edges are single-linked rather than double-linked

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Written by James Waples on 2024-09-14 at 20:05

@acegikmo gotcha! So no twin edges you mean? I haven’t found much use for them beyond just being a nuisance soo far so maybe yours was the right choice.

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Written by Freya Holmér on 2024-09-15 at 01:33

@jamwaffles hmm I have a more generalized form of twin edges, that allows more than 2 half edges per edge

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Written by James Waples on 2024-09-15 at 06:59

@acegikmo oh right, interesting. What do you need/use the extra half edges for? I’m living in 2D for my impl so maybe I’m missing an obvious use case in 3D

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Written by Freya Holmér on 2024-09-15 at 08:02

@jamwaffles it basically allows for non-manifold geometry!

like an edge with more than two faces, sometimes used for grass cards/foliage, as well as edges with 0 faces, which allows for path-like geometry, and vertices without edges, for point geometry

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Written by James Waples on 2024-09-15 at 09:47

@acegikmo oh that makes perfect sense! That’s a really cool extension to the DCEL concept! Alas my use case needs a bunch of post processing that explicitly removes e.g. self intersections to get only non-complex polygons, so I don’t get to play with more advanced things than the default DCEL double edges :(

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