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erhe's Issues

Use threads for physics

Currently physics simulation updates are done in the main thread.
Physics updates should use threads.

Weld Improvements

Do not merge points if that would cause non-manifold topology.

Check if merged points have corners in same polygon, remove corner from polygon if necessary. Remove polygons that have zero(?) corners

issue with mango

I'm sorry I didn't say a word. I try to compile the newest main branch but I have issue.

In file included from /home/daniel/CLionProjects/erhe/src/erhe/application/rendergraph/rendergraph_node.cpp:6:
/home/daniel/CLionProjects/erhe/src/mango/include/mango/math/vector256_int8x32.hpp:7:10: fatal error: mango/math/vector.hpp: No such file or directory
7 | #include <mango/math/vector.hpp>
| ^~~~~~~~~~~~~~~~~~~~~~~
compilation terminated.
make[2]: *** [src/erhe/application/CMakeFiles/erhe_application.dir/build.make:356: src/erhe/application/CMakeFiles/erhe_application.dir/rendergraph/rendergraph_node.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:1611: src/erhe/application/CMakeFiles/erhe_application.dir/all] Error 2
make: *** [Makefile:156: all] Error 2

Implement Viewport Toolbar

Viewport Toolbar currently contains only camera combo.
Move there also:

  • translate/rotate
  • local/world
  • snap

Implement Node TRS transform

Currently Node transform is stored directly in a matrix.

It should be possible to have a Node which stored transform with glTF compatible manner supporting separate translation, rotation and scale, enabling later glTF animations as well (that would be a separate task).

`Node_raytrace::initialize()` does not reuse raytrace geometry

When brush instance is created, every instance has a new raytrace geometry created. This wastes resources and time.

Brush / Raytrace_primitive should maintain a raytrace geometry that can be shared with raytrace instances, so that for each brush instance only the raytrace instance needs to be created (and no per instance triangle mesh).

Key input event bindings mishandle modifier mask

Currently all key input event bindings for key press and release require exact modifier mask match, otherwise the event will be disregarded. This can cause fly camera controls to get stuck to be pressed if key was released for example while shift was down.

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