screendump or url of these "seriously complex building layouts" we could see???
Fabrice On Jun 9, 2011, at 4:46 PM, wagster wrote: > 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
