[Bf-committers] Questions regarding adding new mesh primitive

Rodrigo Hernandez kwizatz at aeongames.com
Wed Aug 22 07:01:09 CEST 2007


Its a geodesic, similar to the icosphere but built out of an octahedron 
instead of an icosahedron,
you can see what I mean here: http://www.gardendome.com/octa_dome_types.html
its advantage over the icosahedron geodesic is precisely its coaxiality.

I don't think I understood what you meant, do you mean there is no need 
to alter toolbox.c at all?
I'll add the Python bindings tomorrow and submit the patch, but I really 
would like to have the toolbox.c
issue cleared.


Michael Fox wrote:
> Firstly i would like to see what it is, and secondly header_info.c and
> editmesh_add.c is fine as far as i can see
> On Tue, 2007-08-21 at 16:53 -0600, Rodrigo Hernandez wrote:
>> Hello,
>> My name is Rodrigo Hernandez and I am writing some code to add an 
>> Octahedron primitive
>> (dubbed "octaspehere" following the icosphere convention).
>> I have already managed to add the code, however I have a couple of 
>> questions before submitting a patch:
>> 1- My changes are on header_info.c and editmesh_add.c, I reckon I also 
>> need to add some code to
>> python\api2_2x\meshPrimitive.c in order to expose the function to Python 
>> (am I right?), but I also noticed
>> that the file toolbox.c in the create_mesh_sublevel function has 
>> something that looks vaguely as a primitive menu,
>> How should I modify it in order to add the new primitive? would just 
>> adding the line for octasphere do?
>> My code works without any changes to this file, so I am wondering what 
>> exactly does it do.
>> 2 - In order not to reinvent the wheel I just made a search for the 
>> string icosphere and duplicated the code, then
>> made the appropriate modifications, I noticed the static arrays icoverts 
>> and icofaces.
>> I noticed that icoverts are normal vectors multiplied by 200, I use the 
>> length 1 normal vectors on my octaverts,
>> it works fine, but I am wondering if I should be using the times 200 
>> version instead, is this some sort of floating
>> point safeguard? the octaverts are actually coaxial, so I doubt there 
>> would be any problems,
>> but I rather use the Blender standard and keep everything consistent...
>> I might have just answered my own question there.
>> So, thats it for now.
>> Thanks.
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