Thanks Fabrice -

There's a fair amount of info out there on Delaunay triangulation
algorithms - I could probably put together a class in AS3 - I'm just
not sure how I'd translate it to a mesh after calculating it.  I'll
let you know if I get anywhere with that, but I might just keep
plugging away with SkinExtrude for now and see if I can't make it play
nice!




On Mar 25, 11:33 am, Fabrice3D <[email protected]> wrote:
> > ) using SkinExtrude by passing in the path
> > as two halves and joining them up.
>
> until we do not have a delaunay mesh generator (high on my list)
> you simply have to pass your angles for a L and use SkinExtrude
> next issue: Projector class is not ported yet, expect distorts in texture.
>
> I'm deep in LatheExtrude atm, which is the most complex extrude tool class.
> after that others will follow faster...
>
> Fabrice
>
> On Mar 25, 2011, at 11:01 AM, wagster wrote:
>
> > Ok, I've been looking into this a bit deeper and it seems to be a
> > problem that a few people have come up against before, without a good
> > solution yet.  I'm sure there is a solution but I may not understand
> > enough about how 3D rendering works to hit upon it yet.
>
> > Background: I'm working on a 3D floorplan system that allows you to
> > draw the walls as paths and the floors as fills from within Flash and
> > save it as a swf that gets loaded at runtime.  The walls are no
> > problem: parse the swf, pull the paths out of a MovieClip called
> > "Walls" and pass them to LinearExtrude to build them vertically.
> > Surprisingly, the floor is more difficult.
>
> > Problem: I get one closed path from a fill in Flash, but I can't
> > figure out how to turn it into a mesh.
>
> > Fabrice suggested (I think) using SkinExtrude by passing in the path
> > as two halves and joining them up.  The problem here is that if you
> > have an L-shaped room, the inside corner of the "L" gets filled in as
> > well.  This has to work for all types of irregular floor layouts.
> > I've been thinking that essentially what I need is some form of flood-
> > fill algorithm that produces triangles, but I haven't figured out a
> > reliable one myself and traditional flood-fill algorithms are all
> > pixel based.
>
> > Is there a way I could convert all the vertices from the path into the
> > outside edges of a mesh, or rather create mesh by defining the outside
> > edges?
>
> > On Mar 22, 9:18 am, wagster <[email protected]> wrote:
> >> Great.  I can just check the number of vertices in the path and double
> >> up the end point if necessary.
>
> >> On Mar 21, 11:37 pm, Fabrice3D <[email protected]> wrote:
>
> >>> I've just uploaded SkinExtrude, if you have an even amount of vertices, 
> >>> you should be ok...
> >>> More are coming, but as usual, it happends 1 by 1 :)
> >>> In meanhwile, thats all we can offer...
>
> >>> Fabrice
>
> >>> On Mar 21, 2011, at 11:59 PM, wagster wrote:
>
> >>>> I have a 2D closed path describing a flat shape, like a fill in Flash
> >>>> (that's because that's exactly what it was until I yanked it out of a
> >>>> swf).  I need to pass all the vertices into a class that will recreate
> >>>> this fill as a flat 3D object.  Could you please tell me which class I
> >>>> should be going for?  I thought SkinExtrude was the one, but that
> >>>> seems to require more than one path...
>
> >>>> Oh, and thanks for your previous answer Fabrice - most helpful.
>
>

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