Well done! That's one way to do it, say the hard way.
So now, you know how to freak around with faces!

Now let me piss you off a bit with the other (easy) way I did'nt mention in previous mail.
To do this particular shape,  simply use the Lathe class like this:

var easyway:Lathe = new Lathe([new Number3D(0,-100,0),new Number3D(-100,-100,0) new Number3D(-100,100,0), new Number3D(0,100,0)], {flip:true, recenter:false, subdivision:4, material:mat});

done!  :))

Fabrice



On Nov 25, 2009, at 1:33 PM, davivid wrote:

cheers Fabrice,

just what I needed to get me going. I've got it working, and seems to
be fine - although im quite sure my method of trial and error is not
the best way... Once I found the top faces, I noted them, and deleted
them. I then created the new 4 faces based on the old two, and went
through each of the new faces changing the vertices until everything
lined up. Next I cycled through the vertices of the cube, and slotted
these into my new faces where they matched.

I'm now wondering if there is likely to be any issues with the way I
have done it? as Im after as much performance as possible. Or is there
a better way of doing this? thanks.

pointedCube = new Cube( { width:200, height:200, depth:200 } );
view.scene.addChild(pointedCube);

pointedCube.removeFace(pointedCube.faces[8]);
pointedCube.removeFace(pointedCube.faces[8]); //originally face 9

var pointheight:Vertex = new Vertex(0, pointedCube.height, 0); //
Vertex for Point

var one:Face = new Face(pointedCube.vertices[2], pointedCube.vertices
[6], pointheight,new ColorMaterial(0xff0000));
var two:Face = new Face(pointedCube.vertices[0], pointheight,
pointedCube.vertices[5],new ColorMaterial(0x00ff00));
var three:Face = new Face(pointedCube.vertices[2], pointheight,
pointedCube.vertices[0],new ColorMaterial(0x0000ff));
var four:Face = new Face(pointheight, pointedCube.vertices[6],
pointedCube.vertices[5],new ColorMaterial(0xccff00));

pointedCube.addFace(one);
pointedCube.addFace(two);
pointedCube.addFace(three);
pointedCube.addFace(four);



On Nov 25, 11:30 am, Fabrice3D <[email protected]> wrote:
sure, just insolate the two faces on top
note the four vertexes, delete the faces
and add four new faces.

Fabrice

On Nov 25, 2009, at 11:18 AM, davivid wrote:

Is it possible to modify the cube primitive in such a way that an
extra vertex is added to the centre of say the top the face, and moved
up to created a pointed/pyramid effect?

like this:
http://away3d-dev.googlegroups.com/web/pointedcube.jpg

thanks.

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