ah well, once you have the earclipping done, and you need help for the build, 
just drop me a line.
Fabrice

On Mar 25, 2011, at 1:52 PM, wagster wrote:

> 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.
>> 
>> 

Reply via email to