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