Not too great yet, but at least the most common operations have an
example snippet that shows real use, instead of jumping off a cliff
right into the most detailed description.
This is a breaking change that changes the signature, sorry -- if you
were using concatenate() for mesh concatenation before, enjoy the new
less strange signature, if you were using it for making the mesh owned
before (which was a strange and not very well thought out use case),
please use the recently added owned() instead. I thought about adding an
overload for backwards compatibility, but it would need to allocate to
work. This way with the breakage it's ensured you actually change to the
right API.
This also cleans up a lot of ugly code in the internals and resolves one
XFAIL in removeDuplicates().
Basically using the same idea as with the discrete version -- having the
second dimension dynamic, together with restricting the implementation to
just Float and Double.
According to the SubdivideRemoveDuplicatesBenchmark, this makes the
implementation slightly slower. I presume this is due to how minmax and
offsets are calculated which is quite cache-inefficient as it goes over
the same memory block multiple times. Added a TODO for later.
The combineIndexArrays() and combineIndexedArrays() API is replaced with
a more generic combineIndexedAttributes(), and thanks to that we also
don't need STL-based duplicate() and removeDuplicates().
This was originally meant to be an interleave() that operates on
MeshData, but later I realized I need the same logic in duplicate(), so
turned it into a private function. Now I am pretty sure I'll be using
this function in *many* importer plugins :D
Also move it to a new GenerateNormals.h header so we can easily add
generateSmoothNormals() to it. The old API and header is deprecated and
will be removed in the future. I can't be bothered rewriting the old
code using the new thing, so it's preserved there as a mausoleum until
it gets finally nuked from the orbit.