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ABANDONED: Blender isn't robust enough to construct entire objects from lots of boolean operations; at some point it just starts refusing to execute the operation and fails with an error. Old README: Blender Constructive Geometry. A work-in-progress experiment to offer a workflow similar to OpenSCAD, but with general modelling being the focus rather than CAD. Why? Mostly because OpenSCAD is really slow,... by design: it does arbitary precision ("exact") calculations via CGAL, but in practice it's not that useful; compilation speed is more important, and it's not too hard to design robust CSG operations. Another minor reason is that it's hard to extract metadata from OpenSCAD; specifically I'd like to export the transform at various points, but it's not possible without resorting to some dirty hacks. DONE - primitives: cube, sphere, cylinder, torus, polyhedron - transforms - boolean operations - convex hull - hi/lo poly passes - debug pass TODO - surface smoothing (Blender preserves smoothing information after boolean ops and convex hull, so with a smooth cylinder you can cut a smooth hole) - debug material for debug pass - colored materials for previews? - mesh preparation step for doing stuff like face culling, and adding seams - UV-unwrap + baking from high-poly mesh (normals, ambient occlusion, ...) - texture painting, probably by "splatting" bitmaps onto the mesh - image generation; something like a 2D counterpart for creating images - instancing pass; scene setup using built objects - Godot scene export - minkowski sum; convex for starters, non-convex via convex decomposition if I feel really adventureous - caching? some things should be trivial to cache; I can easily hash the node trees from a build script DEMO Try: $ ./bcg preview examples/test.py
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