Lets go to a new update report...
This project already count with 10 files, just because it's growing and to keep things organized and with a similar structure like the Wings3D sources.
Like I said before, it's like I was building another Wings3D inside it. Almost nothing can be reused - there is no core support for this stuff. That is why it's taking some time until I can share it with you. Any change I make in the main structure compromises a previous saved file - Wings3D can crash and the project cannot be load anymore. I don't want any of you experiencing that.
I have been very busy with personal stuffs plus the fact I have just a couple of free time to work on it makes things even more slower.
The latest two weeks, I spent searching/looking for a way to get right vectors orientation along the curve. That is the most important thing at this point because that will allow us to sweep a 2D shape along the curve to create our 3D object in the right way.
I would like to avoid to compute parametric formulas from the curve to find the Tangent, Normal, Bi-Tangent for each vertex (Frenet–Serret formulas). At the end I did a mix of things I found and today I it seems like I got it working properly (we will discover when we create the 3D objects ):
Left is what I initially was computing and Right is the same curve after apply the new approach
Some references were these (besides others):
Frenet–Serret formulas at Wikipedia
Computing Coordinate Frames on a Spline with Minimal Torsion by James Bird
Rendering Curves as Geometry: Hair Rendering from Scratchapixel 2.0
Calculating normals in a spline
I hope in the next update I have something for your guys to play with.
This project already count with 10 files, just because it's growing and to keep things organized and with a similar structure like the Wings3D sources.
Like I said before, it's like I was building another Wings3D inside it. Almost nothing can be reused - there is no core support for this stuff. That is why it's taking some time until I can share it with you. Any change I make in the main structure compromises a previous saved file - Wings3D can crash and the project cannot be load anymore. I don't want any of you experiencing that.
I have been very busy with personal stuffs plus the fact I have just a couple of free time to work on it makes things even more slower.
The latest two weeks, I spent searching/looking for a way to get right vectors orientation along the curve. That is the most important thing at this point because that will allow us to sweep a 2D shape along the curve to create our 3D object in the right way.
I would like to avoid to compute parametric formulas from the curve to find the Tangent, Normal, Bi-Tangent for each vertex (Frenet–Serret formulas). At the end I did a mix of things I found and today I it seems like I got it working properly (we will discover when we create the 3D objects ):
Left is what I initially was computing and Right is the same curve after apply the new approach
Some references were these (besides others):
Frenet–Serret formulas at Wikipedia
Computing Coordinate Frames on a Spline with Minimal Torsion by James Bird
Rendering Curves as Geometry: Hair Rendering from Scratchapixel 2.0
Calculating normals in a spline
I hope in the next update I have something for your guys to play with.