Woop Woop! Thanks Rob.
On Jul 5, 12:59 am, Rob Bateman <[email protected]> wrote: > 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/sr... > > > 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]
