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enhancementNew feature or requestNew feature or requestlongFixing this issue will take a significant amount of work and timeFixing this issue will take a significant amount of work and time
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This seems to be the easiest option. We already have the ability to generate meshes from reference meshes (I mean, this how all primitives work anyways) and the implementation of MTG just used a normal tree graph. The only difference is that we may want to have an explicit type of edge for inter-scale relationships.
Exporting might be trickier since we do not have scale information stored anywhere (except the graph-level data that often will be used for the plant scale).
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enhancementNew feature or requestNew feature or requestlongFixing this issue will take a significant amount of work and timeFixing this issue will take a significant amount of work and time