Looks very much like someone else has already done the heavy lifting: http://en.nicoptere.net/?p=10
I'll grab that and have a play. On Mar 25, 1:54 pm, Fabrice3D <[email protected]> wrote: > 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.
