3D 网格连接
我有 2 个(或更多)相交网格,需要连接到 1 个网格对象。我想对生成的接缝顶点插入进行一些控制,因此希望自己编写而不是使用库。
有没有人遇到过一些开源代码来基于该过程的算法/想法?初步印象是: 1. 存在于每个 3D 建模程序中 ->主要是重新发明现有流程(因此搜索示例) 2. 多边形面方向和仅接触条件可能会出现繁琐的情况。 (见上一点)
I have 2 (or more) intersecting meshes, which require joining into 1 mesh object. I want to have some control over the resulting seam vertex insertion, so looking to write myself rather than use a library.
Has anyone come across some open source code to base the algorithm on / ideas on the process? Initial impressions are:
1. Present in every 3D modelling program -> mostly reinventing existing process (hence search for examples)
2. Potential for fiddly-ness around the polygon face direction and just touching conditions. (see above point)
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(1)
你玩过CGAL吗?它被宣传为公开一般多面体上的布尔运算,而不仅仅是三角形网格。我自己的简短经验是,它有点过于通用和过度设计,但它完成了工作。
如果您愿意投资研究开源建模项目,Blender 看起来不错。还没有审视过自己的内心。
Have you played with CGAL? It's advertised to expose boolean operations on general polyhedra, not just triangular meshes. My own brief experience with it was that it's somewhat over-generic and over-designed, but it got the job done.
You you're willing to invest in studying open source modeling projects, Blender seems nice. Haven't looked inside myself.