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by Julio Jerez » Fri Nov 20, 2009 7:53 pm
Stucuk wrote:Julio Jerez wrote:are you sure you are converting it to polygon, because the lower face seems to be a planar triangulated face?
Its one of the first things that gets called after the NewtonMeshDifference. Mesh.Polygonize is just the same as NewtonMeshPolygonize(). If its not called then its all made up of triangles. With FME you can change the 3d view to wireframe by first clicking anywhere in the 3D View (so it becomes the active window) and then clicking on the Wireframe button at the top left of the screen (Under the menu).
I see, then I must have a bug in convert to polygon becau se in teh secudn image I cna cleatly see that the face is not conveteyd to a conve face.
in any case I will tyr to fix tha Bug, plus I also knwo hwo to make it si that face with same shape bu diffrent topoligy cna be poligonaize to teh same way.
Basically what I need to do is a Flip Edge pgase because polygonization that maximixes that flip and edge if teh aspec ration of teh tow faces that share the edge increases.
Tha will ten to make a quad like triangulation and the polgonization will do the rest.
I will try that this week end, in the mean time you just continue you editor, as you find more weikness we can fix then and make it more robust.
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Julio Jerez
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by Stucuk » Sat Nov 21, 2009 2:28 am
How do you use NewtonCreateCompoundCollisionFromMesh ? Its just returning a nil pointer.
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Stucuk
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by Julio Jerez » Sat Nov 21, 2009 8:50 am
that funtion is still no implemneted,
that funtion will be the do a convex aprosimation of et hMesh and return a compoind collission.
Maybe now that there is a user for it I can go a finish the implementation, stand by let me see if I can make the polygonize work a litle better first.
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by Stucuk » Sat Nov 21, 2009 12:57 pm
Found a bug with the clipper. When i do a series of cuts in a certain way the last cut doesn't generate what you would expect. It creates a hole into the middle of the object (Which due to Face Culling means you see blackness). I don't know if it has anything to do with the fact that the selection size on the Axis which the grid your using goes along is 19999998 in size (-9999999 to 9999999). Because the Selection system doesn't currently have any handles to drag object's corners so you can resize them, the Axis which you can't size on the grid your using is set to an insanely high value.
Video:
BadCut.rarScreenshot:
FME_BadCut.png
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by Julio Jerez » Sun Nov 22, 2009 7:23 am
Yes I see it, I have seen those bugs from time to time and I never took the time to fix it.
I beleive it is because of the double edge list shortcoming that is not capable to handle more two adjacent faces per edge.
I always want to replace with a more poweful and fleaxible structure, but never hav eteh need to do it since it was not a real justifciation, but I guess this is a goo tiem to do it now.
I will make that change and let us see how is works.
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by Stucuk » Mon Nov 23, 2009 4:54 am
Video:
BuildingAHouseNewtonStyle.rarI decided to build a house. Using a Hollow thats based on Clips and Clipping parts out of it. Btw how do i "send" UV coords to the NewtonMesh(Currently im ignoring the UV coords (And texture) from the object thats clipped)?
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by Julio Jerez » Mon Nov 23, 2009 9:43 am
well if you put teh texture in the clipper object the the textures will be part of the result.
On teh Bug, let us wiat of the until you get more farther.
I am ptlnning to make teh revamp of teh uderlien data structure of teh MnetoMesh to suppot mor ethan one edge.
But doing that now will delay 2.11 too much. For now you can do and undue when it happens, hopelly we can find more information on how to reproduce it reliably.
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Julio Jerez
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by Stucuk » Mon Nov 23, 2009 11:14 am
Julio Jerez wrote:well if you put teh texture in the clipper object the the textures will be part of the result.
Julio Jerez wrote:the funtion for the vertex is the same, and the indexce point the vertex array
you can edit the vetices by changing UV, of normal, even vertex position
then after you edit the array you just destroy the mesh and make a new one with the new edited set of indices, materail and points.
I should be able to get the texture part done properly based on what faces are the same (Using the materialid as a unique id) and using the currently "selected" texture for the new faces(Which came from the Clipper Mesh). But what i would like to know is how to set the UV coordinates on the NewtonMesh before the clipping operation. The bit for adding faces doesn't have any bit for setting the texture coords and NewtonMeshGetVertexStreams looks like its just copying memory over to the array you give it(So by the looks of it, its one way).
Julio Jerez wrote:On teh Bug, let us wiat of the until you get more farther.
I am ptlnning to make teh revamp of teh uderlien data structure of teh MnetoMesh to suppot mor ethan one edge.
But doing that now will delay 2.11 too much. For now you can do and undue when it happens, hopelly we can find more information on how to reproduce it reliably.
There is defiantly no need to try and fix anything that only i would find useful. FME is definatly quite a way off from being launched.
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by Julio Jerez » Mon Nov 23, 2009 11:45 am
Stucuk wrote:There is defiantly no need to try and fix anything that only i would find useful. FME is definatly quite a way off from being launched.
Tthat bug affect me too, in the SDK demo I have a check you see if the clipped mesh has open faces, and if it does I you wiggle the clip plane and try again.
I know about the Bug, but the solution is hard with the data structure I am using, I need a more fexible structure that can support multiedges.
It will fix it in time.
We need the feature to be very, very robust so that it can hanble complex meshes reliably, otehwize it become a gitmy that no one uses.
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