hi all,
it would be nice if the build in primitives had tesselation options for both dimensions and the option to turn off caps. I often have to make the detour via 3d modeling if I need a tesselated circle or parts of a cylinder
Unfortunately we don’t have much control over that, since we just use what Stride provides here:
https://doc.stride3d.net/4.0/en/api/Stride.Graphics.GeometricPrimitives.html
So we would need to change that in the Stride source code.
Another way would be to finally publish a wrapper for this very nice looking meshing library:
C# library for 2D/3D geometric computation, mesh algorithms, and so on. Boost license.
It was used in the workshop “Turning a .NET library into a VL library”:
I had a look at geometry3Sharp. Cylinder Tesselation and Caps options are there, I can create multiple circular section to subdivide the hull on Y, but I find no way to tesselate the caps itself.
lasal
July 8, 2022, 3:32pm
4
@tonfilm Any update on that on the Stride side or the Wrapper?
You can follow he progress on GitHub, it will be reviewed and merged soon-ish…
vvvv:preview/2021.4 ← ravazquez:geometry3Sharp-primitives
opened 06:44PM - 17 May 22 UTC
Adds new 3D primitives to VL.Stride using geometry3Sharp to generate the meshes … and associated metadata.
Source code for the fork of geometry3 used can be found here: https://github.com/vvvv/geometry3Sharp/tree/cylinder-cone-improvements
# Changes
- BoxMesh: added Tessellation input
- CylinderMesh added vertical Tessellation and From/To angles, allows hiding Caps, individual radius for top and bottom
- ConeMesh: added vertical Tessellation and From/To angles, added UV modes
- All meshes have an optional boolean "Clockwise" pin which inverts the triangle order resulting in flipped triangle normals
# Breaking changes
Since the intention is to replace the existing Box, Cone and Cylinder Stride meshes with the new geometry3 equivalents, the following are differences introduced by the new meshes which are considered to be "breaking changes" but are in most cases improvements:
- Cylinder's initial rotation
- Different vertex order
- Box's UV in the top cap is now flipped in Y
- Cone:
- Bottom cap amount and disposition of triangles are different
- Tessellation is a 2D integer instead of just an integer
- Cylinder:
- Top and bottom cap triangles are now radial
- Top cap's UV is now flipped on X and Y
# New features
## Entity nodes
- BoxSphere
- Disc
- RoundRectangle
## Mesh nodes
- BoxSphereMesh
- DiscMesh
- RoundRectangleMesh
For those following, an updated detailed list of the upcoming features and changes is now available: Geometry3 sharp primitives by ravazquez · Pull Request #561 · vvvv/VL.Stride · GitHub