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Le 20/07/2018 à 18:20, Bald Eagle a écrit :
> After playing around for too long, and far too late with Mike's 3D offset
> surface, I was thinking about how to expand on this and make it a broadly useful
> tool.
>
> Simply mapping the convex hull of a simple object would allow conversion to a
> union of triangles, or a proper mesh{}, and "bumping it out" by a scalar
> multiple of the normal vector would allow the generation of a (I find)
> frequently desired nesting shape.
>
Looks like you would enjoy some mesh generation from
http://wiki.povray.org/content/User:Le_Forgeron/tesselation
Followed with some displace from
http://wiki.povray.org/content/User:Le_Forgeron/mesh
Or in the worst situation, data access (same page, at top) to the
initial mesh to create your own mesh in SDL.
> In order to model, meshify, and offset more complex objects, I was thinking that
> an advanced version of trace() and perhaps a user-accessible version of the ray
> intersection testing used for inside/outside or crossing tests could help define
> such complex objects.
>
> If the latter could return a scalar count, then the advanced trace () function
> could return the position and normal of those crossing points, or just the
> first, or second, or whichever one desired.
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