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Trying to implement BSP - any advice? (Solved)
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10-29-2014, 02:13 PM
(This post was last modified: 01-08-2015 09:28 PM by nemyax.)
Post: #1
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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]) -> |
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01-08-2015, 09:28 PM
Post: #2
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RE: Trying to implement BSP - any advice?
I ended up with this:
Code: walk([], Order, [], Data) -> % Data is {We,SplitPlaneNormal}It seems to flatten the "tree" just the way I need. |
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01-08-2015, 10:51 PM
Post: #3
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RE: Trying to implement BSP - any advice? (Solved)
Thanks for sharing nemyax
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01-12-2015, 10:07 PM
Post: #4
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RE: Trying to implement BSP - any advice? (Solved)
Turns out that this "in-place" sorting (which is in essence reverse pre-order traversal) produces adequate results only on very simple objects. I now create a linked structure instead:
Code: branch_out(Fs, We) ->I still haven't found a suitable flattening principle though. |
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