I'm not so convinced about adding editing support for such a data structure to Blender now. I can see the point of simulation tools generating or storing such volumetric elements, but going all the way to edit mode and BMesh seems like it would add a ton complexity to the mesh system, for uses cases that Blender is not focused on (CAD).
A Volume primitive in addition to a Mesh does makes sense to be, but something based on regular grids is more standard for Animation and VFX. Tetrahedral meshes might be used in some simulations there, but a manual editing system for them I haven't heard of, they tend to be automatically generated from a surface mesh. Manually editing and doing topological operations like BMesh seems too specialized for Blender to support. Brecht. On Thu, Nov 7, 2013 at 10:51 PM, Iman Brasseur <[email protected]> wrote: > Hi everybody, > > I'm looking into adding support for volumetric elements in Blender. The > idea is to be able to create and export meshes for finite elements that > contain tetrahedral and hexahedral elements. To create such meshes one > could start for example with a single tetrahedron. Then when selecting a > triangular face, instead of extruding the triangle as a wedge-shaped new > surface, it would create a new tetrahedral element that shares 3 vertices > with the original tetrahedron. > > Going through the source code, I thought I should start with bmesh_class.h > and add (next to the BMVert, BMEdge, BMFace) a new element type BMVol to > add the new volumetric element there. Does that seem like the right way to > start? Any quick hints to pieces of code I should look at would be greatly > appreciated! > > Thanks! > > Iman > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
