[Papervision3D] Bending and Twisting...
Roy Wiggins
bungadunga at gmail.com
Sat Jun 21 00:30:08 PDT 2008
I see, I hadn't looked too closely at how you were creating triangles. I've
already gone and stolen a bit of code originally written for box2d and
gotten it to work for the top and bottom faces. It is pretty robust; it uses
an "ear-clipping" algorithm. It still relies on box2d libraries, but I
intend to make it more portable later. I've used your extruder for the
lateral faces, but the UVs are a bit odd. I'm still playing around with it
though, I'll let you know how it turns out.
On Fri, Jun 20, 2008 at 11:49 PM, J-roen <me at j-roen.net> wrote:
> Hi Roy,
>
> This is where the centerPoint parameter comes in.
> By default the extruder uses the center of the object as it's point to fan
> the faces around.
> By specifting an alternative centerPoint you can solve the problem you are
> having.
> Just move it a little to the right and a little down,
>
> J-roen.
>
> Roy Wiggins schreef:
>
>> I'm having trouble with some concave shapes: it connects up vertices that
>> oughtn't be, and makes the whole thing much more convex. I've attached a
>> couple of screenshots as examples. You're not actually doing any
>> decomposition (at least not that I can see)- I can't see how it's able to
>> produce any concave shapes at all, but sometimes it works perfectly. Hrm.
>>
>> On Wed, Jun 18, 2008 at 12:02 PM, Roy Wiggins <bungadunga at gmail.com<mailto:
>> bungadunga at gmail.com>> wrote:
>>
>> Hey, awesome. I've been looking for something just like that.
>> Thanks for doing the work for me! I just found a concave
>> decomposition for box2d too, this is going to be fun :D
>>
>> On Wed, Jun 18, 2008 at 9:52 AM, J-roen <me at j-roen.net
>> <mailto:me at j-roen.net>> wrote:
>>
>> Hi Patrick,
>>
>> I have created a poly extruder. I treated it as a special
>> object for now:
>>
>> import org.papervision3d.objects.special.Extruder;
>>
>> since it cannot really be applied to an existing object.
>>
>>
>> http://www.j-roen.net/papervision/2008/06/12/tutorial-7-vertexes/
>>
>> The others, twist, bend and bevel can all be achieved via a
>> transform matrix .
>> So modifiers sounds like a good description to me.
>> I think neither the Twist nor the Bend code has been finalised
>> for now.
>> So I guess a little waiting is all we can do.
>>
>> J-roen
>>
>> Patrick J. Jankun schreef:
>>
>>> <div class="moz-text-flowed" style="font-family:
>>> -moz-fixed">Hello Everybody,
>>>
>>> On 10th May, i asked about bending / twisting geometry inside
>>> PV3d and no one answered
>>> my Question back then :| Now as more and more GeoMods pops
>>> up, i wanted to ask, again.
>>>
>>> Is the Dev-team planning to put those mods inside the PV3D so
>>> we would have an basic set
>>> of geometry mods like:
>>>
>>> - twist (this is already done)
>>> - bend (this is done as well)
>>> - extrude (didn't found anything about extruding an face/poly)
>>> - bevel edge, bevel polygon (nothing about this one as well)
>>> - extrude along path (nothing found here)
>>>
>>> secondly, how to call those classes exactly? are those
>>> geometry modifiers or am i calling it wrong?
>>> those are not modeling tools for sure :P
>>>
>>> cheers,
>>> Patrick
>>>
>>>
>>> </div>
>>>
>>
>>
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