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…ards using 3D with own scenegraph
… creation of walls toggled by bool flag WIP
…eprint3d extension
… concatenated cornerpoint uids ALPHABETICALLY SORTED and then concatenated
…r rendering in different scale via BP3D.Three.CmToWorld (default is 1)
Changes to inject room into foreign scenegraph, more typescript types
…all references into this new example structure to minimise console errors
…ly be selfcontained
…ation of two wallmeshes for each wall without a room
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I did the fixes as requested from Ekki, based on his fork.
Not done is a default renderer factory, because we need a flag anyhow if the rendererer can be reconfigured by blueprint3d.
The new examples/ folder now houses 3 examples and a shared folder for assets, N.B. defaults in the library (e.g. default floor material) need a changed path, too ..
Every wall can have its own height and thickness to have a selfcontained format. Until now the result depends too much on blueprint3d constants. If not all walls have the same thicknesses, the result is not as pretty as it should be. Not giving (height and thickness) results in the current behaviour.
io/format.ts now houses the file spec for .blueprint3d
Feel free to contact me with comments directly instead of Ekki.
Nils