Fix unexpected recursions in geometry splitting#13
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Some minor fixes to the build system
Geometry transformations
Enable automatic builds
Checks if alternate, faster linkers like mold, lld, or gold are supported by the compiler and enables the best one found.
Some minor improvements to the build system
Methods that return inplace shall use a verb, methods that return a modified object shall use the matching adjective.
The mathematical notation with operators might be correct, but isn't that easy to read, and even harder to memorize: Is it "matrix * object", or rather "object * matrix"? "Why the former!? The later reads better!".
Modify containers in place, and reserve sufficient space early.
Some minor housekeeping
This will allow reuse once we add more tests.
It's just more pleasant read without the `QVector3D::` noise. More importantly this will give the chance to replace the fast, but imprecise QVector3D tpye by more precise vector types.
The new name is parseGeometry() for symmetry with loadGeometry().
Make a few functions freestanding that should have always been
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The shaders are verbatimly taken from "Wireframe QML Example" of Qt3D. The material and effect are my adoption of the QML code to C++.
So that QtCreator and others shows them in their project overview.
Changed the shaders to Qt Coding Style: I really like consistency.
The wireframe material from Qt3D examples used a fixed light source instead of the real lighting model from Qt3D to keep its adsModel() function trivial. Luckily Qt3D modularized its shaders some time ago. Therefore we can use use the real thing.
…demo Add wireframes to the demo application
…ithub Hopefully make Github understand license info
…ithub Another attempt to fix license information
…ithub Fix broken license link
Task-Id: #12
This interface shall help visualizing, understanding, and debugging the boolean geometry operations.
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