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Just as a fun exercise, I'm trying to create an icosahedron (the olde 20-sided die problem) in F360 strictly using the API. I know how to do it using the UI (golden ratio rectangles, joint points into triangle faces, patch, stitch). I'm trying to get the API to do similar.
I compute all the vertices in 3-space - that part's easy. I then add 2-point lines everywhere -- a little harder, but doable. But that's about where I run into trouble. My approach with the UI would have been to select all the faces (triangles) one by one, and Patch. After that, I can Stitch. That works on very simple models (e.g., four-sided die / tetrahedron) in the API but fails on the set of points I have for the icosahedron. I kinda feel like it's joining up things in an odd way when patching, making patch faces cross through the interior of the model.
I didn't find any API examples that go from a series of points or lines to a body. Everything is either about meshes or extrusions, and I'm not doing either.
I could potentially break up the model into 20 individual tetrahedrons radiating out from the origin, and then Combine them into one. But I was hoping for some other approach that could take all the points or faces in one go, and make a single body.
Are there better approaches for this? I'm not too familiar with the "right" ways to build a BRep.
Solved! Go to Solution.