i created a class called ProximityKnotter which does an exhaustive
search looking for any joint that's too close and connects the two
joints together. this can be run at any time to close gaps, although
it may not do so in a complete enough way. you kind of have to glue
some other things nearby too, and that might be difficult.
hey, how about merging tetrahedrons when they overlap sufficiently?!
let's use the word "decay" instead of "degrowth", or maybe "shrinkage"? :)
On 11/27/06, Sven Heinz <
Wush1@...> wrote:
> Hm your growth algorith also it makes degroth easy is a little bit limited,
> Its not able to build any massive structures as it does not close gaps.
> (its grows branches unableto touch each other)
>
> How about if an point has only 3 intervalls (top of a tertraeder) it sometimes check if there is another point with only 3 intervalls in a distance 2 points away? (connecting two tetraeder tops)
> That way you could build massive structures, however you would need a degrowth mechanism(additionaylly?) that also works in the inside of bodies.
> (removing a line that connects two tetraeder tops?)
>
> P.S.;
> Other mechanisms probably have to fuse stuff which is hard to make compatbly with the overlap prevention.(cause points or faces should only be fused if they are near enough)
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