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. > >
