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Notes
- The ScaleModifier has the potential for parallelism.
- The ScaleModifier does not need to scale if scale = 1
- Provide seed for the NoiseModifier -> testing
- The TranslateModifier does not need to translate if deltaX == deltaY == deltaZ == 0
- Implement Snap to ground modifier
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Goal To improve the extensibility, maintainability, and testability of the Mesh3D class by applying the Open-Closed Principle.
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Approach Identify Modification Operations: Identify all operations that modify the mesh, such as rotation, scaling, translation, smoothing, subdivision, etc.
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Refactor Existing Operations: Convert existing modification methods (e.g., rotateX, scale) into MeshModifier classes. Remove these methods from the Mesh3D class.
- BendModifier: Bends the mesh along a specified axis.
- BevelEdgesModifier: Creates a bevel along the edges of the mesh.
- BevelFacesModifier: Creates a bevel around the faces of the mesh.
- BevelVerticesModifier: Creates a bevel around the vertices of the mesh.
- CenterAtModifier: Centers the mesh at a specific point.
- CrocodileModifier:
- ExtrudeModifier: Extrudes the faces of the mesh along their normals.
- FitToAABBModifier: Scales and /translates???/ the mesh to fit within an axis-aligned bounding box.
- FlipFacesModifier: Flips the orientation of the faces of the mesh.
- HolesModifier: Creates holes in the mesh.
- InsetModifier: Insets the faces of the mesh inward.
- NoiseModifier: Adds noise to the vertex positions of the mesh. Normals!
- PushPullModifier: Pushes or pulls the faces of the mesh along their normals.
- RemoveDoubleVerticesModifier: Removes duplicate vertices from the mesh.
- RotateXModifier: Rotates the mesh around the X-axis.
- RotateYModifier: Rotates the mesh around the Y-axis.
- RotateZModifier: Rotates the mesh around the Z-axis.
- ScaleModifier: Scales the mesh uniformly or non-uniformly.
- SmoothModifier: Smoothes the mesh by averaging vertex positions. ???
- SolidifyModifier: Adds thickness to the faces of the mesh.
- SpherifyModifier: Spherifies the mesh.
- TranslateModifier: Translates the mesh.
- UpdateFaceNormalsModifier Updates the face normals of the mesh.
- WireframeModifier: Converts the mesh to a wireframe representation. ???
- CatmullClarkModifier: Subdivides the mesh using the Catmull-Clark subdivision scheme.
- DooSabinModifier: Subdivides the mesh using the Doo-Sabin subdivision scheme.
- LinearSubdivisionModifier: Subdivides the mesh using a linear subdivision scheme.
- PlanarMidEdgeCenterModifier: Subdivides the mesh by splitting edges and connecting their midpoints.
- PlanarMidEdgeModifier: Subdivides the mesh by splitting edges and connecting their midpoints to the face centroids.
- PlanarVertexCenterModifier: Subdivides the mesh by connecting vertices to face centroids.
- PlanarVertexMidEdgeCenterModifier: Subdivides the mesh by connecting vertices, edge midpoints, and face centroids.
- PokeFacesModifier: Adds a vertex to the center of each face.
- QuadsToTrianglesModifier: Converts quad faces to triangles.
11-19-2024
- Unit testing of TranslateModifier
11-18-2024
- Goal: Further refactoring of the mesh class following the refactoring plan.
- Removed the update face normals method from the mesh class. Implemented a new modifier UpdateFaceNormalsModifier
- Removed the scaled copy from the mesh class
- The scaled copy should live as own creator class. The current implementation was wrong anyways, caus it did not copy face attributes.
// public Mesh3D scaledCopy(Vector3f scale) { // Mesh3D copy = new Mesh3D(); // List vertices = copy.vertices; // List faces = copy.faces; // // for (Vector3f v : this.vertices) // vertices.add(new Vector3f(v).multLocal(scale)); // // for (Face3D f : this.faces) // faces.add(new Face3D(f)); // // return copy; //}
- Removed the getSelection(String tag) from the mesh class. It exists as face selection option already and it is not used within the library.
- Removed rotateX from the mesh class
- Format changes of the README.md according to max line length = 80
- Let's have some fun and implement a low poly barrel creator based on Grant Abbitts tutorial: https://www.youtube.com/watch?v=0jWLjAaIEMg&t=450s
Dev Diary
Today, I decided to not only test and refactor my library but also actively expand it. Specifically, I implemented a new MeshCreator focused on procedural assets. I used a Blender tutorial by Grant Abbitt (https://www.youtube.com/watch?v=0jWLjAaIEMg&t=450s) as a reference to create a low-poly barrel.
My goal was to procedurally generate this asset using my library, thus expanding it and honing my skills. This approach offers several advantages:
- Learning Process: It forces me to think creatively about how to achieve the desired result using the existing tools in my library.
- Documentation: I can document my development process and share my solutions with others.
- Enjoyment: It's simply fun to actively use the library and create something new.
First Steps:
I watched the tutorial carefully and considered how to implement the individual steps using my library. Initially, I focused on the simpler variant and omitted details like indentations.
Implementation:
First, I defined the parameters that describe my barrel:
- Cylinder: Number of segments, radius
- Metal Rings: Height, thickness
- Wooden Part: Height of the bottom, middle, and top sections
11-20-2024
- Further refactoring of the Mesh3D class
- Further refactoring of the Mesh3DUtil class
- Started knowledge collection