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Next up, add morphing 😎 |
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add morphing That's worthy of a separate lib :) |
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You already have gfxmorph 🤣 |
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This is nearly done, but the ux needs some thought and work. I'm thinking something like this:
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This is nearly done, but the ux needs some thought and work. I'm thinking something like this:
All this sounds good to me!
I think this should be explicitly called, or via imgui right click menu. Or clicking on the fill area selects the polygon and presing the "Del" key deletes it. |
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Interaction done! Slightly different than I said earlier:
edit: in the above, a snapping visualization is applied to help the user understand that the vertex will be "merged" with the vertex under the mouse. |
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I just learned about bermuda, a triangulation lib implemented in Rust, a spin-off of the Napari project. We could try and see if it helps here. It would mean an extra dependency, so maybe not use it unless we need it. But we can at least do some quick benchmarks and add a note, so that in case we do need more speed, we know how to get it. |
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| self.geometry, | ||
| pygfx.PointsMaterial(size=vertex_size, color=vertex_color, pick_write=True), | ||
| ) | ||
| self._points.local.z = 0.01 # move it slightly towards the camera |
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I do this often! Is 0.01 the best way to do it? I usually do 0.5
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It depends on the other z-values in your scene, and on the camera depth range settings. From what I understand FPL has layers that are 1.0 apart. I'll change the value above to 0.1; still close to it's original "layer".
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Sorry for the delay in reviewing this, awesome work thanks a lot! 🥳 🥳 . Some minor comments and questions. |
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I addressed all comments. |
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Need to tweak alpha_mode for the worldObjects used in the selectors, but I propose we first merge this (if you're happy), and then in #873 I make those adjustments. |
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Thanks! I was traveling this weekend so it slipped through. |
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Thanks! I was traveling this weekend so it slipped through. No problem. My comment was mainly to suggest a sensible order of merging the prs. |
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