Artifacts on the resulting intrinsic mesh
Really great repo. I've almost been able to implement a new modifier on blender thanks to it. Sadly tho I encountereed some major issues.
Basically the algorithm goes like this.
- I take the mesh from blender
- I add some new vertices laying on the mesh through delaunay triangulation
- I obtain the shortest path between these vertices
- I convert it to gc mesh
- I shorten the paths
- I apply the delaunay triangulation from your lib on the resulting mesh
- I mark the seams
- I reconvert it to blender mesh and return the result to blender
the initial vertices on the mesh are basically the path where to cut the mesh. The problem is that I have no way to get the edges of the strighten paths so i can mark them on blender
Now I'm doing it by getting the gc mesh, then using getPathPolyline3D and selecting the vertices on the mesh that are coincident by checking their distance, but I noticed that getPathPolyine3D even returns vertices that don't exist on the mesh
Also I notices some artifacts I couldn't be able to get rid. one is about some points on the mesh where the density becomes too high for no apparent reason and the other issue is that getPathPolyline3D returns edges that make no sense.