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On Thu, 11 Nov 2010 18:16:38 +0200, Alain <aze### [at] qwertyorg> wrote:
>> On Thu, 11 Nov 2010 03:59:52 +0200, Alain <aze### [at] qwertyorg> wrote:
>>
>> I'm thinking something along the lines of saving the mesh as a separa
te
>> file and reading the file and writing a new file after replacing each
>> triangle with a group of triangles.
>>
>> Let's say a triangle has corner co-ordinates T1, T2 and T3 and you wa
nt
>> to extrude it in direction of vector V1
>>
>> You then replace
>> triangle{T1,T2,T3}
>> with the following:
>> ////////////////////////////////////////////////////////
>>
>> triangle{T1,T2,T3}// original triangle
>>
>> triangle{T1,T2,T1+V1} //side of T1 and T2
>> triangle{T1,T2+V1,T1+V1} //
>>
>> triangle{T2,T2+V1,T3} // side of T2 and T3
>> triangle{T2+V1,T2,T3+V1} //
>>
>> triangle{T1,T3+V1,T3} // side of T3 and T1
>> triangle{T1+V1,T3+V1,T3} //
>>
>> triangle{T1+V1,T2+V1,T3+V1}// Original triangle fully displaced by
>> vector V1
>>
>> /////////////////////////////////////////////////////////////////////
/////////
>>
>>
>> -Nekar Xenos-
>
> Good. That way, you ensure that you preserve the original shape for th
e
> top and bottom.
>
> Make it into a mesh:
> mesh{triangle{T1,T2,T3}// original triangle
> triangle{T1,T2,T1+V1} //side of T1 and T2
> triangle{T1,T2+V1,T1+V1} //
> triangle{T2,T2+V1,T3} // side of T2 and T3
> triangle{T2+V1,T2,T3+V1} //
> triangle{T1,T3+V1,T3} // side of T3 and T1
> triangle{T1+V1,T3+V1,T3} //
> triangle{T1+V1,T2+V1,T3+V1}// Original triangle fully displaced by
> vector V1
> }
>
> It's easier to apply a texture that way.
> You should then put all meshes into an union.
>
>
> Alain
I just thought of something else: If you make V1 the same as the normal
for that point you can get interesting results. For instance making a
something grow fatter =:o
-Nekar Xenos-
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