Thanks Fabrice. Got the pathDebug to show up, which is what I was looking for. Was trying to follow your suggestion on the pathSegments index. On a path there is the aSegments property, which I assume is what you were referring to, which is made up of an array of PathCommands. Which I could iterate over and set new Path commands. Is that what you suggested?
Randy On May 4, 11:38 am, Fabrice3D <[email protected]> wrote: > I haven't tried that yet, as Path.debug is supposed to be doing similar thing > out of thebox, except using CurveSegment, and this baby not being done yet... > > From top of my head what should be doable not using PathExtrude, using simply > your Path object. > You should then be able to alter the LineSegment start and end properties > each iteration set to the pathSegments.start and end vectors. > for each segment that you add, an index is kept back for you in the instance. > you can also reffer to this index and loop over the subgeometry vertices of > the super SegmentSet (entities). > > in case of mesh constructs: > PathExtrusion, does't have any idea you have altered the path, so if you want > to "rebuild", alter the path, then set it again to PathExtrude, this should > trigger a rebuild > I have (and still busy) working on extrudes, so if you want to get fastest > results for "ribbons" like updates, uses instead of large subdivisions a > greater Path definition > and small profile. Even set the smoothSurface to false to prevent compairs > for buffer builds and extra normals calcs. > > btw note that all extrusions are now working like primitives, if you do > change geometrical properties, the next iteration the mesh is reconstructed > (at least it should ;) ) > > curious to see your results! > > Fabrice >
