Hi Kovas, so far the mesh types (GMesh & BasicMesh) were mainly used for 3d
printing rather than viz purposes and have not yet support for vertex or
face attributes. It is something I still need to port over from the
previous version of the lib. I held off on that so far to first let the
WebGL conversion parts settle (almost done) and will address this in the
next month. The aim is to provide an attribute structure allowing any type
of attribute along with serializers for common attribs (UVs, colors, IDs)
for WebGL and provide hooks to interpolate attribs (e.g. for subdivisions).
Ultimately this might even become available for other types too, i.e.
directly on the cuboid, aabb, lines etc.

As for the current state: I've created a gist showing how this can be
achieved currently, in principle:

https://gist.github.com/postspectacular/894fc58d75005069a546

Thanks for the feedback, as always highly appreciated!

K.
Hi Karsten,

Technical usage question.

I want to associate a color to each face of a cuboid, tesselate the cuboid,
and end up with an array of vertices and an array of matching colors.

My problem is associating the colors of the cuboid faces to their
tessellated versions. AFAICT tessellation simply produces new faces and
does not have facilities for propagating annotations from the old face to
the new faces. Furthermore, because the faces are stored in an unordered
set, it is not possible to somehow match the new faces to the old ones
based on ordering, at least in this simple case.

I tried to work around this by supplying the face set as an empty vector to
the mesh constructor. Unfortunately this doesn't work because the creation
of the new mesh simply calls the default constructor function, so the new
faces end up getting poured into a set anyway.

If instead, it called (empty) on the faces of the supplied mesh, this
workaround could work. However it is brittle, requiring to one know ahead
of time how many new faces will be generated for each input face.

Is there a better way to do this?

Thanks!


















On Wed, Feb 25, 2015 at 6:13 PM, Karsten Schmidt <i...@toxi.co.uk> wrote:

> That's a good point, Bruce! To be honest, I don't know anymore, but it
> makes complete sense to change it. Consider it done! :)
>
> As for your mapping question, yes, of course! I've done a few of them.
> E.g. the first pic on the website [1] was a project for The ODI in
> 2013 and is a map of different council/borough stats of London (here
> knife crime). The shape files were first retrieved & processed with
> the thi.ng/trio lib directly from the UK statistics office's SPARQL
> endpoint [2], then projected to Mercator, converted to 2d polygons,
> smoothed them and then extruded as 3D walled meshes and exported as
> STL files using geom. To create that rendered image, another function
> then combined all borough meshes into a complete render scene for
> Luxrender (using the luxor lib). Since this all was for a 60sec
> animation, I also wrote the tweeny lib for that project to allow me to
> define the timeline for the various camera, mesh, light & shader
> changes. The whole bundle was then sent to EC2 and rendered on 340+
> CPUs... basically, spawned a private render farm.
>
> Alternatively with < 30 lines of code you could query any UK
> constituency (or use similar endpoints for other countries), do those
> initial shape transformations and send the resulting STL mesh file
> straight to a 3D printer... For online use, of course the SVG or WebGL
> modules would be more interesting, but these really would just deal
> with that last transformation/visualization step, i.e. turning a
> thi.ng.geom.Polygon2 into an SVG <polygon> node or tesselate it and
> stuff it into WebGL buffer to display...
>
> For more flexible mapping, it'd be great to port some/all of the
> projections from [3] in its own clj lib for easier (and non-JS
> related) access...
>
> [1] http://thi.ng/img/04.jpg
> [2] http://statistics.data.gov.uk/doc/statistical-geography
> [3] https://github.com/d3/d3-geo-projection/
>
> Hth!
>
> On 25 February 2015 at 22:34, Bruce Durling <b...@otfrom.com> wrote:
> > Karsten,
> >
> > Is there a reason why you went with a README.md and then an index.org
> > rather than a plain README.org?
> >
> > (love all the rest of it and loved your use of it at The Barbican. I
> > need to get my head around it all. I'm wondering if I can use it for
> > some of the geographic and other charting things I do a lot of).
> >
> > cheers,
> > Bruce
> >
> > On Wed, Feb 25, 2015 at 5:06 AM, Karsten Schmidt <i...@toxi.co.uk>
> wrote:
> >> Hi guys,
> >>
> >> thi.ng is a collection of over a dozen largely x-platform Clojure &
> >> Clojurescript libs for computational/generative design & data
> >> visualization tasks.
> >>
> >> I just wanted to give a little heads up that this project has recently
> >> seen a number of releases and, as a whole, by now is generally quite
> >> stable and usable (*is used*) for realworld projects (although most
> >> libs remain in constant parallel development to make them more feature
> >> complete). I've collated a number of images of projects and links to
> >> the most important libs here:
> >>
> >> http://thi.ng/
> >>
> >> Most notably of those:
> >>
> >> http://thi.ng/geom
> >> By far the largest sub-project and backbone for most others: A 2D/3D
> >> geometry package w/ comprehensive vector algebra, swizzling,
> >> intersections, matrix types & helpers, quaternions, pure shape
> >> primitives with ~50 protocols for polymorphic enquiry & manipulation,
> >> meshes (incl. I/O), mesh subdivisions, CSG mesh ops, Verlet physics
> >> engine (only particles, springs, behaviors)... Most of this lib is
> >> pure geometry w/ no rendering specifics, although there're separate
> >> modules for SVG rendering w/ shader support & decorators [1], WebGL
> >> wrapper and converters from shapes/meshes to VBOs and various shader
> >> presets/utils.
> >>
> >> http://thi.ng/shadergraph
> >> GLSL (WebGL) pure function library & dependency graph (based on
> >> com.stuartsierra/dependency), GLSL minification during CLJS compile
> >> time
> >>
> >> http://thi.ng/color
> >> RGB, HSV, CMYK, CSS conversions, color presets (incl. D3 category
> schemes)
> >>
> >> http://thi.ng/luxor
> >> Complete scene compiler DSL for http://luxrender.net, based around
> thi.ng/geom
> >>
> >> http://thi.ng/morphogen
> >> Declarative 3D form evolution through tree-based transformations,
> >> basically an AST generator of geometric operations to transform a
> >> single seed node into complex 3D objects
> >>
> >> http://thi.ng/tweeny
> >> Interpolation of nested (presumably animation related) data
> >> structures. Allows tweening of deeply nested maps/vectors with
> >> completely flexible tween fns/targets and hence easy definition of
> >> complex timelines
> >>
> >> http://thi.ng/validate
> >> Purely functional, composable data validation & optional corrections
> >> for nested data. Supports both maps & vectors, wildcards, comes with
> >> many predefined validators, but extensible...
> >>
> >> http://thi.ng/trio
> >> A generic, non-RDF specific triple store API and feature rich
> >> SPARQL-like query engine
> >> (and my prime example of using the literate programming approach with
> >> org-mode[2][3])
> >>
> >> Last but not least: Super special thanks are due to the following
> people:
> >>
> >> Rich, Alex + rest of clojure.core
> >> David (+everyone else involved) for the immense effort on making CLJS
> >> proper useful,
> >> Chas, Kevin and anyone else working on CLJX...
> >> none of this would have been possible without these amazing tools!
> >>
> >> Best, K.
> >>
> >> Ps. There're a number of other libs in this collection which are in
> >> dire need of updating (last touched spring 2013) - these are related
> >> to general OpenCL functionality and voxel rendering. Some of the
> >> example images on the above site were created with these...
> >>
> >> [1]
> https://github.com/thi-ng/geom/blob/master/geom-svg/src/examples.org
> >> [2] https://github.com/thi-ng/trio/blob/master/src/query.org
> >> [3] http://orgmode.org/
> >>
> >> --
> >> Karsten Schmidt
> >> http://postspectacular.com | http://thi.ng/
> >>
> >> --
> >> Note that posts from new members are moderated - please be patient with
> your first post.
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> >
> > --
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>
>
> --
> Karsten Schmidt
> http://postspectacular.com | http://toxiclibs.org | http://toxi.co.uk
>
> --
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