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
