Fabrice
I am in the process of moving Shawns code into haxe, but if Lathe is
already in away3dlite then it sounds like it is more flexible generic
solution, and would save me porting. But can't see it in the
away3dlite version on my machine, is lathe an away3d only class?
Cheers
;j
On 13 Jul 2010, at 08:41, Fabrice3D wrote:
It would not be in Away if complicated :)
Principle is simple.
you define a profile with Number3D's
in Lathe, from there you just need to pass a rotation value, and
adjust the x,y,z of the resulting mesh
in PathExtrusion, the profile is repeated along the path definition.
example of a bucket using lathe (just saw this request this morning)
make 3 Number3D's defining a "L"
pass these to Lathe class and build. here you go, a nice custom
bucket in 2 sec.
the higher the subdivision, the nicer the rounding of the shape.
Fabrice
On Jul 13, 2010, at 7:50 AM, FDD wrote:
Will look into it, I hope it isn't too complicated. Thanks
On Jul 11, 9:24 am, Fabrice3D <[email protected]> wrote:
Look on tutorials pages, classes names/imports might be different
for
3.5 version but principle remains same.
Sent from an iPhone without Flash
On Jul 11, 2010, at 17:43, FDD <[email protected]> wrote:
Hi Fabrice,
Thank you for responding! I'm having some trouble using the Lathe
and
Path extrusion classes... can you please show me an example how I
can
generate a rounded wall?
Much appreciated!
FDD
On Jul 11, 4:58 am, Fabrice3D <[email protected]> wrote:
Lathe would allow the rounded walls, PathExtrusion as well (you
can
test in Prefab and even export the data or meshes).
If you have the vertexes shared per point on 2 extrusions, due to
roundings, they might differ, causing a flickering. Use the Grid
class
to snap them. Then depending on your project use Merge, Weld. You
should then have a very large amount of artefacts fixed, if not
all.
Fabrice
Sent from an iPhone without Flash
On Jul 11, 2010, at 11:48, FDD <[email protected]> wrote:
I'm trying to make one or two walls curved, while the other walls
straight (yes from top view), but i can't seem to find a way to
do
it.
I found a fix for the flickering triangles. i found out after
some
extensive googling that the issue is called "z fighting".. my
issue
got fixed by either Renderer.CORRECT_Z_ORDER (slow
performance), or
checking all sides/mesh and make sure bothsides isn't set to true
On Jul 10, 11:05 pm, Rujia Liu <[email protected]> wrote:
what's the curved wall problem? you mean, the "top view" of your
room
contains curves?
to prevent flickering/disppearing triangles, you may try
FrustumClipping (I
assume you're using RectangleClipping)
On Sun, Jul 11, 2010 at 1:53 PM, FDD <[email protected]>
wrote:
Hi Jerome,
Thanks for responding! I did consider using a 3d app to make
the
different room shapes, but I need the user to be able to modify
the
dimensions (or the curvature of the rounded walls) , so I guess
making
the meshes at runtime seem more sensible (and faster,
performance
wise). The app wont need complex texturing anyway.
Any other suggestions, please do let me know.. A the moment
I am
using skin extrude for the floor, and lineExtrusion for the
walls..
looks right, but I notice some edges 'flicker'. How does one
prevent
that flickering/disappearing triangles behaviour (sorry, I
don't
know
how that behavior is called). Aside from that, I still have the
curved
wall problem.. any help/suggestion is greatly appreciated.
Thanks
FDD
On Jul 9, 6:49 am, elguapoloco
<[email protected]>
wrote:
The example I have seen using Extrusion were pretty complex.
For a
room like setup I would probably model it in a 3D App and then
import
in Away3D. This will also allow you UV map your textures, bake
the
shadows and lighting, etc...
ath.
Jerome.