Hey Guys

this is now fixed in the trunk

enjoy!

Rob

On Wed, Jun 9, 2010 at 1:09 PM, timdiacon <[email protected]> wrote:

> One other thing, not sure if this is of any help but I know that
> extrusions made with the Sandy3D lathe class produce a mesh which
> works as expected with phong shading when using that engine.
>
>
> http://code.google.com/p/sandy/source/browse/trunk/sandy/as3/trunk/src/sandy/extrusion/data/Lathe.as
>
> Tim
>
> On Jun 9, 9:22 am, Fabrice3D <[email protected]> wrote:
> > yes that would be possible, I would tho, use curves for the profile
> instead of points
> > of course if the points you pass are incremented on y at the equivallent
> of 1 pixel (which i suppose you do), you of course get the same.
> > but it would simplify the work if you do not use straight lines
> definition. Also another way would be to consider a map.
> > where x equals the rotation axis. The benefit would be not only to have
> variable profiles written on the map, but also bump info...
> >
> > This is very interresting addOn for the Lathe class. However there are
> first some issues that need to be resolved first in this class.
> > Your snippet is saved, will see if we can implement this in more generic
> way, as it would be cool to get a map from more primitives/generators
> classes.
> >
> > thx for pointing this out.
> >
> > Fabrice
> >
> > On Jun 9, 2010, at 1:36 AM, Marko Schütz Schmuck wrote:
> >
> > > as an aside:
> >
> > > In one (circular) LatheExtrusion the profile was described as exact
> > > shapes (arcs and lines). Also, the profile changes dynamically. So I
> > > obtained a higher resolution profile than the one I extruded and used
> >
> > > package {
> > >  import Kreis;
> > >  import away3d.core.math.MatrixAway3D;
> > >  import away3d.core.math.Number3D;
> > >  import flash.display.BitmapData;
> > >  public class NormalMapGeneratorCircularExtrusion {
> > >    private var _profileNormals : Array;
> > >    //private var _axis : String; // around y axis only for now
> > >    private var _normalMap : BitmapData;
> > >    private var _width : uint;
> > >    private var _height : uint;
> >
> > >    /**
> > >    NormalMapGeneratorCircularExtrusion
> > >    profileNormals : normals of the profile (normalized)
> > >     **/
> > >    public function NormalMapGeneratorCircularExtrusion(profileNormals :
> Array, //axis : String,
> > >                                                    width : uint):void {
> > >      var stepAngle : Number = 360.0 / width;
> > >      var rot : MatrixAway3D = new MatrixAway3D;
> > >      _profileNormals = profileNormals;
> > >      //_axis = axis;
> > >      _height = _profileNormals.length;
> > >      _width = width;
> > >      _normalMap = new BitmapData(_width, _height);
> >
> > >      var point : Number3D = new Number3D;
> > >      for (var x : uint = 0; x < _width; x++) {
> > >    rot.rotationMatrix(0.0, 1.0, 0.0, Kreis.radians(-stepAngle*x));
> > >    for (var y : uint = 0; y < _height; y++) {
> > >      point.clone(profileNormals[y]);
> > >      point.rotate(point, rot);
> > >      var r : int = 127 + point.x * 127;
> > >      var g : int = 127 + point.y * 127;
> > >      var b : int = 127 + point.z * 127;
> > >      _normalMap.setPixel(x, y,
> > >                          ((r>255) ? 255 : r) << 16 | ((g>255) ? 255 :
> g)  << 8 | ((b>255) ? 255 : b));
> > >    }
> > >      }
> > >    }
> > >    public function get normalMap():BitmapData {
> > >      return _normalMap;
> > >    }
> > >  }
> >
> > > }
> >
> > > in order to generate a much more detailed normal map.
> >
> > > I was thinking that the LatheExtrusion class could actually be
> > > modified to optionally compute a normal map from an optional
> > > high-resolution profile when the extrusion is done.
> >
> > > Best regards,
> >
> > > Marko
> >
> > > At Tue, 8 Jun 2010 08:55:48 -0700 (PDT),
> > > timdiacon wrote:
> >
> > >> OK cheers guys,
> >
> > >> Unfortunately the math in that class is way over my head so good to
> > >> know you have an idea where it's going wrong.
> >
> > >> I shall await any further developments with eager anticipation ;-)
> >
> > >> On May 19, 10:58 pm, Fabrice3D <[email protected]> wrote:
> > >>> problem is more linked to face neighbourgs calculation I think, I've
> noticed vertex normals being equal to face normal itself.
> > >>> its a problem I want to look at.
> > >>> recalcucating each normals "by hand" in prefab allows perfectly
> smooth surfaces, without changing the gnerated mesh at all
> > >>> same applies to all extrusions.
> >
> > >>> but I'll know for sure once I come to it.
> >
> > >>> Fabrice
> >
> > >>> On May 19, 2010, at 11:15 PM, Rob Bateman wrote:
> >
> > >>>> Yes, taking a quick look it seems the problem here is that the lathe
> creates separate vertices for each face segment along the axis of a lathe -
> which creates problems for the vertex normal calculations. this could be
> potentially fixed by using the weld class on the created lathe to weld
> together any duplicate vertex positions, although fab would know more as
> these are his classes. fab?
> >
> > >>>> On Mon, May 10, 2010 at 4:42 PM, timdiacon <
> [email protected]> wrote:
> > >>>> Hello,
> >
> > >>>> I know this has been mentioned a couple of times before here...
> >
> > >>>>
> http://groups.google.com/group/away3d-dev/browse_thread/thread/52b00f...
> >
> > >>>> and here
> >
> > >>>>
> http://groups.google.com/group/away3d-dev/browse_thread/thread/eb3543...
> >
> > >>>> Just thought I would mention I have tested the now renamed
> > >>>> LatheExtrusion in both 2.5 and 3.5 and this problems still seems to
> be
> > >>>> there :(
> >
> > >>>> The following example shows the results in 3.5 which give a sort of
> > >>>> flat shaded effect?
> >
> > >>>>http://www.iamarobot.co.uk/lathee/main.html
> >
> > >>>> I'm desperate to create some nicely shaded lathe objects, has anyone
> > >>>> got any further insight into this?
> >
> > >>>> --
> > >>>> Rob Bateman
> > >>>> Flash Development & Consultancy
> >
> > >>>> [email protected]
> > >>>>www.infiniteturtles.co.uk
> > >>>>www.away3d.com
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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