[Bf-funboard] per-vertex properties
Thu, 10 Jul 2003 16:50:35 +0200
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Am Donnerstag, 10. Juli 2003 15:43 schrieb Samo Korosec:
> >>Maybe the GameBlender interface style (logic bricks, etc) can be used
> >>for that, connecting different polygons/vertices into logical entities
> >>and assigning custom properties?
> > Phew... I must admit that I do not know what you are talking about here.
> > Looks like more RTFM for me :-)
> basically this way one could implement additional "3d data" infromation,
> and even link it together with simple logic.
> have fun,
Thanks for the screenshot. Call me dumb, but I still cannot see how such a
system could be useful...
But another idea comes to my mind: create named property sets which can be
shared between vertices. So if you know you will reuse the same set of
properties for several vertices you can create a named set with these
properties and assign the set to the vertices. If a property gets changed the
change will affect all vertices assigned to this property set.
You can even go one step further and allow the user to derive properties from
a property set. This means that a vertex can have a set of local properties
as well as the properies in the assigned property group. If a there is a
local property with the same name as a property in the property set the local
property should be preferred. Using this rule it would even be relatively
easy to chain up property set for a vertex into a stack which is searched
through for a certain property.
As for the UI: The property editing section in the realtime butons does not
have to change too much. But a similar "stack" must be added for assigning
property set to vertices. And there must be the ability to edit a (named)
property set as well. This could perhaps be solved using a drop-down box with
which you can select the property set you want to edit. If there is a single
vertex active in mesh edit mode this drop-down box would also have a special
"LOCAL" property set, which contains the local properties of the vertex.
I hope I made my thoughts clear to you. It's a bit heavy on imagination. But
if you ever did a bit of OO design or programming you should understand this
concept really fast. And I really believe that it's a lot more convenient
(but also a lot more complex in the implementation) than a simple per-vertex
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