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 <fabric...@gmail.com> 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 <fabric...@gmail.com> 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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