Subject:
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Method for splitting quads with not coplanar vertices?
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Newsgroups:
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lugnet.cad
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Date:
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Mon, 27 Jan 2003 10:45:43 GMT
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Viewed:
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816 times
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hi folks,
I had a little chat with carsten about the possibility to fix not coplanar
vertices automatically in LDDP. we all know that running a line like this:
0 4 16 10 -1 10 10 0 -10 -10 0 -10 -10 0 10
through L3P with dist 0.1 or det 0.001 will produce a
"vertices-not-coplanar-warning". this quad can be split into two triangles
in different ways, say:
P1, P2, P3 and P1, P3, P4
or
P1, P2, P4 and P2, P3, P4
with the result that the edge lays in different positions. is there a rule
how the quad should be split? where should the edge go? has the odd point to
become the starting point of the two triangles or should the point "face"
the edge? and the most important question of all: is there a MATEMATICAL
FORMULA which explains this process? (Lars, how does L3P detect these not
coplanar vertices?) if there is such a formula it would be a great help if
we could squeeze it into a plug-in for LDDP (or into the prog itself) which
automatically fixes this warnings.
many thx, willy
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Message has 1 Reply: | | Re: Method for splitting quads with not coplanar vertices?
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| (...) I wouldn't bother too much. I think it is an error if the four points of a quad do not lie in a plane. Too bad that the LDraw format has a built-in possiblity of creating degenerate quads. POV e.g. uses 2D points to describe a polygon. (...) I (...) (22 years ago, 27-Jan-03, to lugnet.cad)
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