Ah my mistake, It was Broomstical talks;) For 3.6 indeed debug is the easyest way. If you want geometry, you'll need to mod the PathExtrude to keep track of the vertices. First pass would construct, other passes update. Add a simple boolean and check by the addFace calls where instead of adding you would change vertices values.
Fabrice On May 4, 2011, at 19:19, Randy Rockafellow <[email protected]> wrote: > 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 >>
