Cage opened this issue on Dec 20, 2006 · 1232 posts
Spanki posted Mon, 17 March 2008 at 1:56 AM
@Cage,
Sorry, I really can't take any more time to think about and then respond to your multi-actor queries... I kinda stole a lot of time over the past week working on this stuff and need to go get caught up.
In general, my advice would be to... not do anything yet. I will continue working on this as I have the time, but as you might notice, it's starting from the bottom and slowly building up from there to higher level functionality. For example, the new TriPoly class uses a Vector as a face normal. And now that we have a triangle structure (so I know what verts make up the triangle), I added the Generate_TriPoly_Normals() routine. But that would likely - eventually - end up as part of a higher 'mesh' level class that kept track of various lists instead of (or at least in addition to) being a stand-alone routine as it is now. etc.
'Some' of this stuff is fairly particular to what we've been doing, but I don't want to tie it tooooo tightly to any particular methodolgy. We currently have tons and tons of various lists of indexes from every which-a-direction and I don't plan to tailor to all of them specifically (I don't want a Vector or TriPoly carrying around a couple dozen indexes - but we can add a few, after re-evaluating the need for them). I just want to provide some tools to speed up the slow parts that can use common types/classes for (potentially) different purposes.
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