Generate the surface figure "brick wall" that consists of boxes 
    
#include <CoreAPI.h>
EXPORT
int main() {
    
    
    auto volume = current.
Volume();
 
    
    volume.toSurface();
    float sizeX = 100;
    float sizeY = 100;
    float sizeZ = 200;
    float _fillet = 10;
    float _detail = 0.2;
    int nrows = 3;
    int ncolumns = 3;
    
    
    
    for (int i = 0; i < nrows; i++) {
        for (int j = 0; j < ncolumns; j++){
            if ( i % 2 == 0 ) {
            } else {
                if ( j < ncolumns - 1){
                } else {
                }
            }
        }
    }
    return 0;
}
SceneElement addChild(const char *name) const
add the child element of the same nature
 
static SceneElement sculptRoot()
get the root of all sculpt objects
 
The box.
Definition CorePrimAPI.h:348
 
box & size(const vec3 &_size)
set the box size
 
prim & details(const float det_level)
set the detail level
 
prim & fillet(float radius)
set the fillet
 
prim & translate(const vec3 &_pos)
Set the primitive translation.
 
void add(Volume &v)
add the prim into scene
 
static void toRoom(const char *name, bool Force=false)
switch to the room
 
comms::cVec3 vec3
3D - float vector, see the cVec3
Definition CoreAPI.h:50