Oops! small correction the U varies from 0 to 1 :) > -----Original Message----- > From: Nitin.Jain [mailto:[EMAIL PROTECTED]] > Sent: Friday, April 26, 2002 10:52 AM > To: [EMAIL PROTECTED] > Subject: Re: [JAVA3D] Where are BezierSolver or any spline classes? > > > Hi Paula, > > we have made a class which takes the control ponits and > generates the points > on the resulting Bezier Curve. The smoothness of the curve > depends on the > number of division you pass. The result value will be points > on the curve at > every "U"(fraction varies from 1 - U from first point on the > curve to the > last point on the curve), you can join these points by a line > array and > create the geometry. > > nitin > > > > -----Original Message----- > > From: Yazel, David J. [mailto:[EMAIL PROTECTED]] > > Sent: Thursday, April 25, 2002 9:38 PM > > To: [EMAIL PROTECTED] > > Subject: Re: [JAVA3D] Where are BezierSolver or any spline classes? > > > > > > I will post that tomorrow, but what it does is pick the two > > control pointed > > needed for the curveTo() method. Based on the configuration > > of the solver > > it can generate control points which could render 4 points > > into a circle or > > a square. In other words it is a useful utility class, but > > probably not > > what you are looking for. > > > > Dave Yazel > > > > -----Original Message----- > > From: Paula Sanchez [mailto:[EMAIL PROTECTED]] > > Sent: Thursday, April 25, 2002 11:42 AM > > To: [EMAIL PROTECTED] > > Subject: [JAVA3D] Where are BezierSolver or any spline classes? > > > > > > Hi Scott, > > > > Thanks for your answer. > > > > You are right, the crease angle just adjust the normals to smooths a > > little the look of the object when lit. > > > > Yes, I have been looking for Splines, B-Splines, NURBS and > > Bezier in J3D > > and I have not been able to find. I was wondering if they were > > implemented. > > > > I just found some behaviors that can animate objects in splines > > trajectories. So I hoped that there was some kind of already > > made spline > > method implemented in J3D for objects. > > > > I checked the code that David Yazel sent and I see a > > BezierSolver class. > > Where can I find that class? Is that in com.xith... package? > > Where can I > > get that package? > > > > Thanks a lot, > > > > Paula Sanchez > > [EMAIL PROTECTED] > > > > The fear of God is the beginning of knowledge. St. Ivo > > > > On Wed, 24 Apr 2002, Scott wrote: > > > > > Date: Wed, 24 Apr 2002 19:44:33 -0500 > > > From: Scott <[EMAIL PROTECTED]> > > > Reply-To: Discussion list for Java 3D API > > <[EMAIL PROTECTED]> > > > To: [EMAIL PROTECTED] > > > Subject: Re: [JAVA3D] Help smoothing polygon's edges > > > > > > Smoothing the normals won't eliminate jaggies and sharp > > edges, it will > > only > > > smooth out your lighting. > > > > > > You might want to look at creating some splines or bezier > > curves, and > > throw > > > a few more polygons into the mix. > > > > > > But to answer your question directly, a quick and dirty > > method of normal > > > smoothing (when you have face normals but not vertex normals) is: > > > > > > (your elevation grid from a Plan view) > > > P1 P2 > > > > > > P3 > > > > > > Normal of Point1 is: > > > > > > n.x=(P1.y-P2.y)/2.0; > > > n.y=1.0; > > > n.z=(P1.y-P3.y)/2.0; > > > n.normalize(); > > > > > > > > > That has drawbacks (the furthest right row of vertex's have > > to be handled > > > differently), and overall it's not that accurate, but can > > certainly smooth > > > out your mesh. If anyone has better methods, I'd love to > hear them > > > > > > Scott > > > > > > ----- Original Message ----- > > > From: "Paula Sanchez" <[EMAIL PROTECTED]> > > > To: <[EMAIL PROTECTED]> > > > Sent: Wednesday, April 24, 2002 6:27 PM > > > Subject: [JAVA3D] Help smoothing polygon's edges > > > > > > > > > > Hello Everyone, > > > > > > > > I am trying to create a surface with variations in > > elevation and layers > > of > > > > soil. I would like to eliminate the sharp edges of the > > elevations and > > > > make them appear smoother. Does anybody have any > > suggestions on how to > > do > > > > this in Java 3D. > > > > > > > > I have tried the crease angle, but I have not had any > > luck with it. If > > > > you could send me a small sample of code, I will greatly > > appreciate it. > > > > > > > > Code changing the crease angle: > > > > NormalGenerator method setCreaseAngle((float) > Math.toRadians(100) > > > > > > > > Something desireable could be what it is in the webpage: > > > > http://grunwald.ifas.ufl.edu/Projects/VR/VRML_files/vrml.html > > > > > > > > Thanks a lot, > > > > > > > > Paula. > > > > [EMAIL PROTECTED] > > > > > > > > Paula Sanchez > > > > [EMAIL PROTECTED] > > > > > > > > The fear of God is the beginning of knowledge. St. Ivo > > > > > > > > > > > > > ============================================================== > > ============= > > > > To unsubscribe, send email to [EMAIL PROTECTED] and > > include in the > > > body > > > > of the message "signoff JAVA3D-INTEREST". For general > > help, send email > > to > > > > [EMAIL PROTECTED] and include in the body of the > > message "help". > > > > > > > > ============================================================== > > ============= > > > To unsubscribe, send email to [EMAIL PROTECTED] and > > include in the > > body > > > of the message "signoff JAVA3D-INTEREST". For general > > help, send email to > > > [EMAIL PROTECTED] and include in the body of the > message "help". > > > > > > > ============================================================== > > ============= > > To unsubscribe, send email to [EMAIL PROTECTED] and > > include in the body > > of the message "signoff JAVA3D-INTEREST". For general help, > > send email to > > [EMAIL PROTECTED] and include in the body of the message "help". > > > > ============================================================== > > ============= > > To unsubscribe, send email to [EMAIL PROTECTED] and > > include in the body > > of the message "signoff JAVA3D-INTEREST". For general help, > > send email to > > [EMAIL PROTECTED] and include in the body of the message "help". > > > >
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