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mc-mesher's Issues

edge identifier

mcmGenerateUniqueEdgeID(uniqueVertexID, vertexData)

where uniqueVertexID is calculated incrementally in main loops

cleanup

exceptions: use throw enum.ToString()

enums: set explicit enum types

mesh generator flags

MCM_VERTEX_NORMALS
MCM_FACE_NORMALS (use face instead of vertex)

MCM_WINDING_RHCS_CCW
MCM_WINDING_RHCS_CW
MCM_WINDING_LHCS_CCW
MCM_WINDING_LHCS_CW

MCM_VERTEX_EDGE_LERP

and a function that takes bytes instead of floats

McmGenerateMesh
McmGenerateMesh_U8

also add segment-intersect-mesh for early out detection

McmMeshIntersectsSegment()
McmMeshIntersectsSegment_U8()
McmMeshIntersectsRay()
McmMeshIntersectsRay_U8()

and contains point method...

McmMeshContainsPoint()
McmMeshContainsPoint_U8()

and cleanup function to clean clean a scalar field of voxel noise that isn't part of the surface. (optimize for compression)

McmCleanEmptyVoxels()
McmCleanEmptyVoxels_U8()

update build scripts

has personal paths and artifacts from previous sdl2 project... needs to be cleaned up and probly changed to *.bat

vn optimization

separate meshgen vn function, so that memBoundedOffets don't need to be recalculated in every iteration

unity example update

should probably take a ref to Mesh instead of a MeshFilter for generate functions

reduce temp cache size

alternate between cache maps for each z coordinate, in order to avoid huge memory cost for generating a mesh.

ray intersection aabb

ray cast returns no intersection when positioned outside of mesh aabb. it should step ray to edge, then continue ray casting instead.

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