In the course of implementing the new system definition in TiGL, I would like to suggest a few adjustments to the elementGeometryType, which is currently used for systemElements and deckElements (and planned for payloadElements):
I think that the primitive geometries should be kept as simple as possible, but we also have the philosophy to allow highly detailed geometries. So, some thoughts:
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I would like to replace the current parallelepiped with polyeder, which basically enable cuboids and can be extended towards either parallelepipeds or wedges via a choice element (because pyramids and prisms cannot be modeled precisely with our fuselage lofting algorithm). The coordinate origin should be moved to the lower left corner to make the wedges easier to define (will be documented again with illustrations)
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frustum: I consistently want to move the coordinate origin to the center point of the lower surface
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sphere I would like to replace this with ellipsoid, as these are often used in practice
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I don't really want to use scaling - the absolute values should be specified directly via the dimensioning parameters
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I would like to replace genericGeometryComponent with external to avoid confusion with generic CPACS parametrization (see next point)
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I would also like to introduce generic, which may use the fuselage approach and is only made up of sections and segments. This allows the parametric profiles, including superellipses, to be used to define any geometry. Important here: I really only want to enable fuselage-like geometries here, so I don't want to adopt any structures or other elements
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boundingBox: I don't necessarily want to delete this, but we should discuss the added value compared to the other primitive solids. It could be an idea to add an attribute bounding="True" or similar to the geometry element if necessary to distinguish between a bounding geometry and physical geometry.
I suspect that occasionally there is a requirement to combine several bodies with each other. Example of use: missiles for military configurations with fins. Therefore, the following considerations:
- I think the default behavior should be to choose only one primitive geometry. I would therefore like to avoid starting to predefine such things like geometry libraries at this level, which would then have to be linked together in assemblies via uIDs, or similar complex approaches...
- Should it really be necessary to combine several bodies, there should be an explicit sub-node that allows combinations of primitive geometry and SE3 transformation (translation and rotation). I want to avoid uID links at this level, so everything relates to the origin of the initial geometry (which is clearly defined via documentation and TiGL implementation)
What do you think, @joergbrech, @CLiersch (thanks for our first brainstorming), Christian H., @sdeinert, @rmaierl, Erwin M., others (feel free to forward)

In the course of implementing the new system definition in TiGL, I would like to suggest a few adjustments to the
elementGeometryType, which is currently used forsystemElementsanddeckElements(and planned forpayloadElements):I think that the primitive geometries should be kept as simple as possible, but we also have the philosophy to allow highly detailed geometries. So, some thoughts:
I would like to replace the current
parallelepipedwithpolyeder, which basically enable cuboids and can be extended towards either parallelepipeds or wedges via a choice element (because pyramids and prisms cannot be modeled precisely with our fuselage lofting algorithm). The coordinate origin should be moved to the lower left corner to make the wedges easier to define (will be documented again with illustrations)frustum: I consistently want to move the coordinate origin to the center point of the lower surfacesphereI would like to replace this withellipsoid, as these are often used in practiceI don't really want to use scaling - the absolute values should be specified directly via the dimensioning parameters
I would like to replace
genericGeometryComponentwithexternalto avoid confusion with generic CPACS parametrization (see next point)I would also like to introduce
generic, which may use the fuselage approach and is only made up of sections and segments. This allows the parametric profiles, including superellipses, to be used to define any geometry. Important here: I really only want to enable fuselage-like geometries here, so I don't want to adopt any structures or other elementsboundingBox: I don't necessarily want to delete this, but we should discuss the added value compared to the other primitive solids. It could be an idea to add an attributebounding="True"or similar to thegeometryelement if necessary to distinguish between a bounding geometry and physical geometry.I suspect that occasionally there is a requirement to combine several bodies with each other. Example of use: missiles for military configurations with fins. Therefore, the following considerations:
What do you think, @joergbrech, @CLiersch (thanks for our first brainstorming), Christian H., @sdeinert, @rmaierl, Erwin M., others (feel free to forward)