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add docs about vertex properties, etc. (#755)
add docs
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bindings/wasm/examples/editor.js

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@@ -43,7 +43,8 @@ shareButton.onclick = () => {
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encodeURIComponent(
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currentFileElement.textContent + CODE_START + editor.getValue());
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navigator.clipboard.writeText(url.toString());
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console.log('Sharable link copied to clipboard!');
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console.log('Shareable link copied to clipboard!');
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console.log('Consider shortening this URL using tinyURL.com');
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};
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// File UI ------------------------------------------------------------

src/manifold/include/manifold.h

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@@ -120,6 +120,31 @@ struct MeshGL {
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* @brief The central classes of the library
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* @{
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*/
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/**
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* This library's internal representation of an oriented, 2-manifold, triangle
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* mesh - a simple boundary-representation of a solid object. Use this class to
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* store and operate on solids, and use MeshGL for input and output, or
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* potentially Mesh if only basic geometry is required.
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*
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* In addition to storing geometric data, a Manifold can also store an arbitrary
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* number of vertex properties. These could be anything, e.g. UV coordinates,
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* colors, bone weights, etc, but this library is completely agnostic. All
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* properties are merely float values indexed by channel number. It is up to the
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* user to associate channel numbers with meaning.
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*
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* Manifold allows vertex properties to be shared for efficient storage, or to
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* have multiple property verts associated with a single geometric vertex,
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* allowing sudden property changes, e.g. at Boolean intersections, without
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* sacrificing manifoldness.
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*
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* Manifolds also keep track of their relationships to their inputs, via
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* OriginalIDs and the faceIDs and transforms accessible through MeshGL. This
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* allows object-level properties to be re-associated with the output after many
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* operations, particularly useful for materials. Since separate object's
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* properties are not mixed, there is no requirement that channels have
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* consistent meaning between different inputs.
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*/
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class Manifold {
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public:
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/** @name Creation

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