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Subject: Re: [geometry] Compute Normal in 3D
From: Tomislav Maric (tomislav.maric_at_[hidden])
Date: 2014-01-30 14:39:18

Hi everyone,

I've been doing some work on the 3D calculations. You haven't heard from
me for a while, as I had to switch and work on another project.

I did my best to follow the design guidelines that I could find in BG,
and based on that I have a AABBbox, PolygonSoup, Halfspace, LineSegment,
Tetrahedron, TetrahedralDecomposition and similar things + intersection
(test) algorithms up and running in 3D.

Right now, the code is tied to a C++ Computational Fluid Dynamics
framework OpenFOAM - currently only by the Point type and vector
operations (cross/dot product). As soon as I finish the method I'm
working on, I will have time to detach the 3D geometry into a separate

I would really like to work on it until it fits the standards of BG, but
I would probably need input regarding the design from your side. If I
don't get interrupted again by something else, I estimate I will be able
to start porting all I have in a few weeks time. At that point you guys
can see if what I managed to do is worth an effort from your side, or not.

Best regards,

On 01/30/2014 05:48 PM, Bruno Lalande wrote:
> Hi,
> The current 3D situation is fairly well summarized by Adam. Except the
> "non-official" bit - arithmetic functions in BG are absolutely
> official and public.
> I will add a cross product operation to the library - that's honestly
> the only building brick I can bring in a reasonable time right now, as
> I still have to finalize the work on variants (only 2-3 algos left). A
> "normal" algorithm is planned but no ETA at all yet.
> More generally, I'm basically the one who was supposed to bring the 3D
> bits into BG - being mostly the only author really interested in that.
> I just have troubles finding the time for that, and even more because
> I work on more general features.
> Regards
> Bruno
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