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Animation engine #6

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@ASVIEST

Animations is hard, to get it need to implement:

  1. Bones:
    1.1. Skinning alghoritm (right better but harder LBS => DQS, for first version LBS is enough, BBW for weights generation)
    1.2. Inverse kinematics system
    1.3. Ragdoll = apply physics to bones
  2. Mesh
    2.1. Delaunay triangulation as base mesh generator (can use https://github.com/Nycto/DelaunayNim or
    https://github.com/patternspandemic/delaunator-nim)
    2.2. Extend delaunay via Constrained Delaunay Triangulation (optional)
    2.3. Quad meshes (it simpler and predictable for some models/sprites than triangle meshes, algorithm for generation: QuadriFlow (or maybe QuadGPT))

I realy want BBW, but it hard to implement (for 3d):

  1. need QP solver, ProxyQP with BSD-2-Clause license good option
  2. Need Constrained Delaunay Tetrahedrization it veeery hard (see https://arxiv.org/pdf/2309.09805) but can use some library

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