I know - patience is a virtue and all that :)

I ended up using Wumedia Swf class for the floor and LinearExtrusion
for the walls in 3.6 (everything is drawn in Flash IDE as we need to
production-line our building layouts).  This has the advantage that
you can draw labels and all sorts of things on the floor - perfect for
me.  Think I'll probably do the same when Swf resurfaces.

BTW - LinearExtrude + Merge allows for some seriously complex building
layouts at high framerates!



On Jun 9, 3:14 pm, Fabrice3D <[email protected]> wrote:
> 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

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