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Trying to implement BSP - any advice? (Solved)
10-29-2014, 02:13 PM (This post was last modified: 01-08-2015 09:28 PM by nemyax.)
Post: #1
Trying to implement BSP - any advice? (Solved)
In an export plugin that I'm writing, I want to implement face slicing and sorting, based on a BSP tree. If I use the e3d mesh format, building a tree-like structure is easy enough:
Code:
bsp([H|T]) ->
    {Front,Back} = split(H, T),
    {H,{bsp(Back),bsp(Front)}};
bsp([]) ->
    nil.
However, I'd prefer to process the WEDS instead, because its splitting tools are free and produce valid meshes that have good normals and import well. My problem is that I can't branch the recursion with a WEDS and have to essentially iterate over it. What would you suggest I use to make the BSP tree? Should it even be a tree in this case, or would I be better off using a proplist or something to store the branching?
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Trying to implement BSP - any advice? (Solved) - nemyax - 10-29-2014 02:13 PM

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