I’m looking for boolean operations on meshes dynamically. In the web are a lot of engines that supports this, but no one in flash.
boolean operations on meshesSoftware: Away3D 4.x |
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theMightyAtom, Sr. Member
Posted: 10 January 2012 09:33 AM Total Posts: 669 [ # 1 ] +1 This would be awesome (and I’m English so I don’t use this term for everything
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ender, Newbie
Posted: 10 January 2012 01:37 PM Total Posts: 5 [ # 2 ] I mean 3d Objects of course. I try to program this due to some algortihms in the web, but it’s not so easy. I am not English, therefore sorry for missunderstanding.
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theMightyAtom, Sr. Member
Posted: 10 January 2012 02:01 PM Total Posts: 669 [ # 3 ] Hi ender, your English is perfect :O) Booleans on Meshes at runtime sure would be sweet. I was referring to our American friends and their overuse of the word “Awesome”. For example, “I got 2 pickles in my burger”, “wow, that’s Awesome”.
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nicoptere, Newbie
Posted: 14 January 2012 10:57 PM Total Posts: 2 [ # 4 ] hi, I may be wrong but I think the QuadrantRenderer ( the one you mentionned ) splits concave meshes to render the occluded objects properly. the problem is that the algorithm is performed on a set of projected vertices ; not on the actual 3D geometry. this would be awfully heavy to compute. the only solution I can think of is to perform a triangle-triangle intersection test for each triangle of a mesh against all the triangles of the other. if two triangles intersect, create and insert the intersection vertices, delete the vertices of the original triangles that are contained in the other mesh ( maybe this can be done with a point classification ), delete the intersecting triangles and rebuild 1 to 6 triangles per intersecting triangle and push the new triangles in the pool of triangles to test. this is a tough algorithm to do
anyway, it would be AWESOME
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ender, Newbie
Posted: 15 January 2012 11:21 AM Total Posts: 5 [ # 5 ] You’re right. It starts with intersection test between the triangles. Define new points for each intersected triangle, triangulate with Delaunay triangulation, check if intersection lines are included (constraints), .... I try to implement this due to some explanations in the web.
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nicoptere, Newbie
Posted: 15 January 2012 01:07 PM Total Posts: 2 [ # 6 ] hi, it’s only intuition but I think we could just skip the delaunay as the output configurations (1 to 6 new triangles / face) will always match the Delaunay criteria. anyway, the more I think of it, the more complex it gets
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ender, Newbie
Posted: 15 January 2012 01:25 PM Total Posts: 5 [ # 7 ] You’re right, that the the splitting operations are done in 2D. After detecting the intersection of two triangles, the axis where the normal has the biggest amount ist eliminated. After that the triangulation is done in 2D. I chose Delaunay to be on the safe side. Maybe it’s true that all triangulations in this case match the Delaunay criteria. I was too lazy to think about it
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