Comments (13)
So having played around and tested this it out a bit, it is time to re think slightly. Also some renaming to avoid name clashes would probably be clever.
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So the generator
decorator solved this problem in a fine way.
Will turn this into a doc on wiki, closing since it is slightly outdated.
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Of course this is just a rough draft
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What do you mean by TopoData? Is it just a tuple of (vertices, edges, faces) like in current sverchok, or?...
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A virtual(?) type when both edge data or faces data could be accepted.
class TopoData(SvBaseType):
pass
class Faces(TopoData):
class Edges(TopoData):
Edges and Faces are then in turn represented using np.array, dtype=np.uint
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Ah, so it's something like "edg/pol" socket that some nodes have in current sverchok. Ok.
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Yes, exactly.
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Also the idea is to start using the type data in an intelligent fashion.
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why not use topo data instead of faces+edges. less sockets more clear
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The main reason is that faces and edges are fundamentally different. It will be quite easy to remove that if feels unnecessary but more work to add it afterwards.
And also note that they are the same socket, but different types.
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Probably we will have to add switch with two positions (into each node): 1) use separate verts/edges/faces sockets; 2) use one mesh socket. Conversion between representations better be handled by engine.
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vector is originally two points, start and finish, as (1,2,3)(4,5,6) form.
Vertex can become point as (1,2,3)
maybe N4 not needed in vector and point (lets call it as point to avoid misunderstanding Vector-Vertex)
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or we just use 4 everywhere internally?
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Related Issues (20)
- Documentation HOT 8
- Int and Float socket can be limited HOT 2
- Mesh - rxdata_from_pydata HOT 28
- BMesh nodes HOT 10
- Dynamic Socket Issues HOT 3
- API to simplify mesh creation HOT 3
- The great namning debacle HOT 18
- Node wishlist HOT 48
- stethoscope v2 HOT 44
- startup error message HOT 1
- Timings HOT 74
- .foreach mesh out HOT 15
- torus np scriptnode HOT 39
- Rx Bridges (remakes of real bridges) HOT 1
- Texture script node HOT 52
- Index Viewer HOT 70
- Linspace and arrange HOT 16
- Some refactoring going on HOT 5
- OpenGL viwers HOT 39
- vectorization concept HOT 2
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