• Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Social Media
    •   @Wings3dOfficial
    •   @Wings3dOfficial
    •   Wings3dOfficial
    •   Wings3dOfficial
  • Register
  • Login
  • Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Register
  • Login
Wings 3D Development Forum Wings 3D Programming v
« Previous 1 2 3 4 Next »
Trying to implement BSP - any advice? (Solved)

 
  • 0 Vote(s) - 0 Average
Trying to implement BSP - any advice? (Solved)

nemyax
Offline

Member

Posts: 128
Threads: 14
Joined: Nov 2012
#1
10-29-2014, 02:13 PM (This post was last modified: 01-08-2015, 09:28 PM by nemyax.)
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?
« Next Oldest | Next Newest »

Users browsing this thread: 1 Guest(s)



Messages In This Thread
Trying to implement BSP - any advice? (Solved) - by nemyax - 10-29-2014, 02:13 PM
RE: Trying to implement BSP - any advice? - by nemyax - 01-08-2015, 09:28 PM
RE: Trying to implement BSP - any advice? (Solved) - by micheus - 01-08-2015, 10:51 PM
RE: Trying to implement BSP - any advice? (Solved) - by nemyax - 01-12-2015, 10:07 PM

  • View a Printable Version
  • Subscribe to this thread
Forum Jump:

© Designed by D&D - Powered by MyBB

Linear Mode
Threaded Mode