[Bf-committers] Fwd: Re: GSoC 2014 Aspirant: Implementation of a Pyramid Primitive in Blender

Jacob Merrill blueprintrandom1 at gmail.com
Tue Mar 18 20:02:35 CET 2014


---------- Forwarded message ----------
From: "Jacob Merrill" <blueprintrandom1 at gmail.com>
Date: Mar 18, 2014 12:02 PM
Subject: Re: [Bf-committers] GSoC 2014 Aspirant: Implementation of a
Pyramid Primitive in Blender
To: <harley at hacheson.com>
Cc:

A cone primitive shape bound can be set, but a pyramid collision bound
can't,  it would be very usefully in a low resource collision bound, as a
alternative to triangle mesh or convex hull, also if you could support any
box shape, ie pyramid with the top sliced off, that may be some work.
On Mar 18, 2014 11:42 AM, "Harley Acheson" <harley.acheson at gmail.com> wrote:

> > If it's a pyramid it should have it's own create method
>
> I don't agree...
>
> We could duplicate the current "cone" code, call it "pyramid", and restrict
> it to 3 or 4 sides only. But that would be incorrect because a pyramid can
> have any number of sides. So then "cone" and "pyramid" would be identical.
>  Hmmm... that's because they are basically the same things.
>
> We could rename our "cone" to "pyramid" or to "Cone / Pyramid" or people
> can just get used to the difference in terminology. But having two items in
> the list doing the same job with different names seems silly...
>
> Harley
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list