[Bf-committers] Submitted patch to add cap ends setting for cylinders

Roger Wickes rogerwickes at yahoo.com
Mon Oct 19 20:05:14 CEST 2009


if anything, I would suggest that for pipe (tube) we have the cad-ish option for an inside and a wall thickness.

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________________________________
From: Erwin Coumans <erwin.coumans at gmail.com>
To: bf-blender developers <bf-committers at blender.org>
Sent: Mon, October 19, 2009 11:11:42 AM
Subject: Re: [Bf-committers] Submitted patch to add cap ends setting for cylinders

Cylinder, capsules and tubes are sometimes mixes up.
Does this new option match the following descriptions?

A cylinder has flat ends, see wikipedia
http://en.wikipedia.org/wiki/Cylinder_(geometry)

A capsule is a cylinder capped with hemispheres.
http://images.google.com/images?hl=en&client=safari&rls=en&um=1&sa=1&q=capsule+shape

A tube geometry is a hollow cylinder.
http://images.google.com/images?hl=en&client=safari&rls=en&um=1&sa=1&q=tube+shape

If we don't have it yet, shall we add the capsule shape to Blender?
Thanks,
Erwin






2009/10/19 William Reynish <billrey at me.com>:
> Hi Howard,
>
> Thanks for submitting a patch, and welcome to Blender development.
> I'll attempt to answer your question about tube/cylinder primitives.
>
> I think the current behavior is superior to adding more primitives,
> here's why:
>
> 1, It doesn't clutter up the the Add menu.
> 2, It allows you to experiment with the primitive, tweaking the
> setting for it in the Operator panel (in Tools pane or F6), and see
> the results live.
> 3, Tubes and cylinders are very similar, and the user might often be
> confused and choose the wrong one.
>
> So basically I think what you've done is great.
>
> Cheers,
>
> -William
>
>
> On 19 Oct, 2009, at 5:49 AM, Howard Brooks wrote:
>
>> Thanks Martin!
>> I hope I didn't put my foot in it on my first attempt.  I was
>> looking into
>> some discrepancy between Cylinder/Tube terminology and it now
>> appears to me
>> that the intention is actually to have two distinct types of
>> primatives:
>> Cylinders with capped ends and Tubes without.  Presently only Tubes
>> appear
>> on the add/mesh menu (/release/scripts/ui/space_info.py) which may
>> have lead
>> to the todo item.  But maybe the correct fix is to just have both
>> cylinder
>> and tube on the add/mesh menu instead of the "cap ends" setting just
>> added.
>> Thoughts?
>>
>> Howard
>>
>> On Sun, Oct 18, 2009 at 7:29 PM, Martin Poirier <theeth at yahoo.com>
>> wrote:
>>
>>> Hi Howard,
>>>
>>> --- On Sun, 10/18/09, Howard Brooks <hbroo2008 at gmail.com> wrote:
>>>
>>>> My name is Howard Brooks.  By way of introduction,
>>>> I've been a Blender user
>>>> for a about 2 years, a programmer (business applications)
>>>> for 15.  Working
>>>> with Blender has been a very part time hobby for me, but I
>>>> love the idea of
>>>> open source and Blender in particular.  2.5 looks very
>>>> cool and I am very
>>>> excited about Durian.
>>>
>>> Great, it's always nice to see new people having a go at the code.
>>>
>>> I think it's safe to say that every is very excited about Durian :)
>>>
>>>> Anyway, I probably don't have a lot of free time to help,
>>>> but I recently
>>>> started building from source and figured I would try to
>>>> help in whatever
>>>> small ways I can.   I just added the
>>>> following patch to the patch tracker
>>>> for adding back the setting for capping the ends of new
>>>> cylinders (from the
>>>> 2.5 todo list).  I've only been poking around in
>>>> Blender source for a few
>>>> days so it's possible (likely?) I've missed something big
>>>> -- it seemed a bit
>>>> too easy. :)
>>>
>>> Thanks a lot for the patch, I've just applied and committed it to
>>> trunk.
>>>
>>>> P.s. I am new to open source collaboration so I hope I am
>>>> not violating
>>>> protocols by mailing this list -- I don't want to make your
>>>> jobs harder!
>>>> The "submitting a patch" section of blender.org suggested
>>>> mailing this list
>>>> for new patches.
>>>
>>> That was all very fine. You can also "announce" your patch on irc (
>>> irc.freenode.net #blendercoders) and see if anyone there wants to
>>> have a
>>> look at it. Here or there, either is fine.
>>>
>>>> Thanks everyone!
>>>
>>> Thank you
>>>
>>> Martin
>>>
>>>
>>>
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