Subtracting From A Mesh (4.0)

Software: Away3D 4.x

zazabar, Newbie
Posted: 07 April 2012 04:55 PM   Total Posts: 1

Possibly a noob question, as I’m fairly new to this 3D stuff. 

Let’s say I have a mesh.  Maybe an easy one to start, a plane.  And I want to subtract another mesh from that.  What I mean by that is, let’s say I place a box in the center of the plane, and want to remove all vertices where the plane intersects with the box so that when you remove the box, there is now a hole there.

How would you go about doing this?  I figured if you use a plane primitive, you might have to convert it to a mesh instance or something, but from there I am not totally sure what to do next.

Thanks for the help!

   

Ontheronix, Jr. Member
Posted: 08 April 2012 11:01 AM   Total Posts: 37   [ # 1 ]

I don’t think there is a Substract class in Away3D 4.0,
maybe you can get creative with the Explode class in combination with the Weld class: away3d.tools.commands.
Or maybe just make the mesh you want in a 3 program liek Blender or 3d Studio Max, and import. In my opinion that’s the easiest solution!

   

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theMightyAtom, Sr. Member
Posted: 08 April 2012 04:18 PM   Total Posts: 669   [ # 2 ]

For Planes, you can make transparent holes in the material, as demoed here:
http://videometry.net/broomstick/RealtimeDeformation.html

The feature you actually want is known as “Boolean Operations” to subtract, combine, and find the intersection of two meshes.
While this should be possible to code, and is part of all 3D packages, I’ve never seen it done in Away3D of any version.
Maybe there’s some java classes out there that could be ported?

Good Luck!

   

Shanor, Newbie
Posted: 23 July 2012 12:35 PM   Total Posts: 2   [ # 3 ]
theMightyAtom - 08 April 2012 04:18 PM

For Planes, you can make transparent holes in the material, as demoed here:
http://videometry.net/broomstick/RealtimeDeformation.html

Hi. Where i can find source code for this example?

   

Ontheronix, Jr. Member
Posted: 23 July 2012 12:42 PM   Total Posts: 37   [ # 4 ]

It’s just a texturematerial on a plane, with alphablending = true
(Parts of the bitmap are transparent)

   
   

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