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. >> >>
