Expand description
Sweeping: dragging a shape through space to make one of higher dimension.
A vertex sweeps into an edge, an edge into a face, a wire into a shell, a face into a solid. One rule, applied at every level, which is why a prism over a face falls out of the prism over its edges rather than being built separately.
§The top is the bottom, moved
The far end of a prism is not a copy of the near end. It is the same
topology node at a different Location, the shape triple’s whole reason
for existing (docs/DATA_MODEL.md §2). A copy would double the geometry, and
then a later edit would have to find and fix both. Sharing means the two ends
of a prism cannot drift apart, because there is only one of them.
It also means an assembly of a thousand identical extrusions holds one profile and a thousand placements, which is the case the location chain was designed for.
§History
A swept edge is both consumed and generative: it survives as the bottom of the prism and it generates the lateral face. Recording only one of those is the classic way to break downstream naming: a reference to “that edge” resolves to nothing, or a reference to “the face from that edge” does.
Modules§
- roles
- Roles a sweep assigns.
Functions§
- make_
prism - Extrude a shape along
vector. - make_
prism_ tapered - Sweep a planar face into a tapered prism: every wall leans by
taper. - make_
revolution - Revolve a shape about
axis, throughangleradians.