no, that would be one of next classes coming. this one simply "connects" vectors as Mesh. It doesn't have any awareness of a "path" or defined contours/constrains.
Regarding architectural applications, one that I've started a while ago and hope to finish one of these days, will allow you to define one or more "holes", basically closed shapes, rects, circles etc and eventually another class would use that result to extrude. think here the wall with door and window, extruded at wall thickness. But as some features required are very near of booleans operations, so I started do more research in that field first, to see if I could do this via a smarter way... I will gradually add these (hopefuly) usefull classes as I go. But I can't garanty they will be released in a logical order. By that I mean that like in case above of the wall being extruded the class doing this might be released before the one actually generating the base mesh with "holes". There are still many 3.6 classes that need to join the 4.0 packages and get enhanced in the process. As said before, all happends 1 by 1 :)) Fabrice On Jun 9, 2011, at 3:48 PM, wagster wrote: > Oh cool - another prezzie from the Fabrice factory! > > I put together a Delaunay class myself (for architectural generation) > a couple of months ago but gave up because I couldn't make it handle > concave shapes. Did you get that figured out? (I know, I know, I > could just try it out, but I'm at work and I can't wait until I get > home!) > > > > > On Jun 9, 11:40 am, Fabrice3D <[email protected]> wrote: >> Hi all, >> >> I've just added 2 new classes to Broomstick >> and 1 example class. >> >> - DelaunayMesh: >> Located in "extrusions" package this class allows you to generate meshes >> from (random) vectors. At least 3 are required. >> This is very usefull in many cases, such as terrain building from >> pointclouds data, closing shapes, architectural generation, editing tools >> (such as Prefab ;) ) etc etc >> >> - Trident >> Our good old dev friend is back, but this time, located into "debug" package >> instead of primitives >> It works exactly as the previous versions, except you are now also able to >> change it's position and it looks a bit more sexy :) >> >> - Demo class >> I've added a simple example of a random cloud of vector3d's to mesh using >> the Delaunay class, in the code >> you'll find as well the Trident in action for those new to Away and even >> added a small snippet for the new MeshDebugger in case you've missed my post >> on this one. >> >> Cheers, >> Fabrice
