What a petty and simple thing to kick things off with, but here goes:
Speckle encodes mesh faces - tris or quads - by prepending the vertex indices with either 0
or 1
. Since N-gons are pretty much everywhere now, could Speckle 2.0 change these to rather be the number of vertices in the ensuing polygon?
I.e. [3, 1, 2, 3]
would be a triangle, and [10, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
would be an N-gon / polygon with 10 verts.
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You were a bit early. Short answer: yes!
Since work with Speckle Blender 2.0 is underway, I want to flag this issue again, since it is cropping up.
Is the plan still to change mesh face formatting from 0
and 1
for tris and quads, to # of verts in polygon
for arbitrary polygons? This would require all connectors to adapt and probably break a lot of things… but maybe the time to do it is during the Beta?
Where were you x months ago to remind us of these things? the change now is quite… tedious to make (breaks everything, including existing test streams that we use). I suggest we keep 0 and 1s for tris and quads, and you can start adding 5 for pentagonal faces, 6 for hexagonal faces, etc.
How does this bad compromise sound to you?
Sounds fine, at least lets us have N-gon support for now It means a switch
/ if
for each face, instead of assigning the number directly, but I somehow doubt that that is a current performance bottleneck.
Supporting the current way of 0 and 1s can be implemented on top of it, in case you would be up for phasing it out eventually. I.e. if x<3
then revert back to parsing 0 and 1s…
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