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.

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