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[eavp-dev] STL importer up and running

The basic STL import functions have been implemented and are working in my eavp fork KasperGam/eavp with the branch kasper/stl and in ICE under Robert/GeometryRefactor in ICE. It allows for importing a file detailing multiple objects into a union, making it easier to work with. Unfortunately, the node decorators are not functional yet so everything has a default black texture. There are some issues still with how the geometry editor can handle varying sizes of files- for example an STL file, or any geometry file for the matter, might have objects specified with lengths less than one - which would render the imported geometry invisible in the editor, at least initially. One solution is to auto-zoom to an appropriate distance with the camera to a bound that exactly fits the largest coordinate of the imported geometry. However, that causes problems with zooming (we have a static zoom amount) and with the coordinate system axes, which do not scale appropriately when zoomed. The second option is to scale the object automatically, which with our current data model will corrupt the model and it will scale an exported file from that data as well. This is presumably not what the user wants. Robert- what would you recommend we do here? I currently have added a scale property to the Shape class which simply multiplies the coordinates by the scale to stretch the object, but unless we want to hold onto another copy of the triangles there is no way of not manipulating the triangle data.

Here is a screenshot of an STL file I made, rendered in ICE using the new model. Note that the scale is set to 100.
I will also attach the STL file itself, as I worked hard on it ;)

Attachment: iceMeshPicbetter.png
Description: PNG image

Attachment: iceMesh.stl
Description: application/vnd.ms-pki.stl


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