Jeremy Hu
dd628b6af7
Integrate QuadriFlow
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https://github.com/hjwdzh/QuadriFlow
2019-12-28 14:51:59 +09:30
Jeremy Hu
22373b1ed7
Implement grid mesh builder
2019-12-14 22:58:14 +09:30
Jeremy Hu
416ada241d
Change subdivision algorithm and fix example models
2019-11-02 16:42:05 +09:30
Jeremy Hu
4bd14b935d
Average cut face edge length
2019-11-01 22:03:10 +09:30
Jeremy Hu
17cb1cb059
Introduce bullet3 to support ragdoll procedural animation
2019-09-22 00:00:27 +09:30
Jeremy Hu
e725bdba8c
Fix angle calculation
2019-08-19 21:09:21 +09:30
Jeremy Hu
9ed4c29b39
Add hollow thickness parameter
2019-08-18 21:32:39 +09:30
Jeremy Hu
adadab65ea
Remove temporary deforming maps
2019-08-18 10:43:48 +09:30
Jeremy Hu
1d0f2450df
Add deforming map painter
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- Short cut 'D' changed meaning: from drag mode to paint mode, drag mode icon removed, but still can use space bar to invoke drag mode.
- Brush painter directly paint on part deforming map, use shift key plus mouse wheel to change the brush size, also use shift key to change paint mode(Pull/Push).
2019-08-17 19:43:11 +09:30
Jeremy Hu
d27c3fb313
Update nodes ordering algorithm
2019-08-14 17:56:15 +09:30
Jeremy Hu
d672e0688f
Change nodes sort algorithm
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Before, the nodes sort algorithm is not stable across different platform, this commit is trying to fix it.
2019-08-13 22:32:36 +09:30
Jeremy Hu
30fbfad8f9
Change scale factor during subdivision
2019-08-13 07:29:14 +09:30
Jeremy Hu
471a324bb3
Add UV island padding
2019-08-11 22:27:02 +09:30
Jeremy Hu
877ef1ff4c
Fix build
2019-08-10 23:51:38 +09:30
Jeremy Hu
dc33e2f11c
Add setTexelSize api for simpleuv
2019-08-10 23:33:49 +09:30
Jeremy Hu
dacff70eaa
Use Eigen to do vector math on UV
2019-08-10 23:12:08 +09:30
Jeremy Hu
b840482050
New improvement on UV unwrapping
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Automatically try rotating each island on 5, 15, 20, 25, 30, 35, 40, 45 degrees, and choose the best rotation.
2019-08-10 12:24:47 +09:30
Jeremy Hu
96f676cae0
Improve UV quality
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Now there are more pieces been generated during unwrapping but the overall quality is better than before.
2019-08-10 10:31:23 +09:30
Jeremy Hu
13db7ee97b
Add check UV
2019-08-10 07:57:26 +09:30
Jeremy Hu
a6b9ac7bf1
Scale UV by area ration
2019-08-09 22:03:42 +09:30
Jeremy Hu
f5a70dfd9e
Segment UV by normal
2019-08-09 19:56:31 +09:30
Jeremy Hu
bc3fae63e3
Add deform map
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Deform whole part according to a height map, gray(127) represent unchanged, white represent expanding, black represent shrinking.
2019-08-03 19:51:27 +09:30
Jeremy Hu
e2b221533b
Fix example meerkat model and disable debug output in command line
2019-07-29 17:49:01 +09:30
Jeremy Hu
0f411d3bd9
Fix inconsistent base normal when shape is too straight
2019-07-27 14:12:07 +09:30
Jeremy Hu
9261b7ca5e
Add THREE.Vector3 and THREE.Ququaternion from three.js
2019-07-26 14:15:33 +09:30
Jeremy Hu
af792a9bdc
Add javascript variable inputs: Float, Int, Check, Color, Select
2019-07-26 10:50:32 +09:30
Jeremy Hu
3e82ee597e
Add local average base normals
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The base normal of each node will be averaged by sum of all the neighbors' base normal.
2019-07-22 19:10:37 +09:30
Jeremy Hu
930b7ad4a6
Fix quickjs build on linux
2019-07-22 07:44:16 +09:30
Jeremy Hu
a7758fcccd
Rename quickjs folder to indicate it's modified
2019-07-21 23:42:53 +09:30
huxingyi
48540e297d
Fix quickjs crash on windows
2019-07-21 05:22:10 -07:00
huxingyi
f2cc4a11e1
Fix quickjs windows build
2019-07-20 04:57:26 -07:00
Jeremy Hu
63d92e7682
Add JavaScript support
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This commit introduce JavaScript as nodes generation script, to procedurally generate input nodes, which usually should draw by user on the canvas.
Powered by QuickJS (https://bellard.org/quickjs/ )
2019-07-20 14:04:53 +09:30
Jeremy Hu
aec5acd793
Improve intermediate nodes generation
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Added Intermediates nodes sometimes will make the whole part’s mesh failed to generate. This commit add a fallback option, when mesh failed to generate, the generator will try again without the intermediate nodes added.
This feature is inspired from Nico J. Dolloso’s model (https://twitter.com/nicodoll ).
2019-07-20 12:12:24 +09:30
Jeremy Hu
013c671451
Fix intermediate nodes generation
2019-07-11 22:22:44 +09:30
Jeremy Hu
81fec2ed44
Update intermediate nodes filling threshold edge length
2019-07-11 20:50:34 +09:30
Jeremy Hu
3c2b60a8cc
Fix mesh failure when direction of two nodes parallel to z axis
2019-07-11 19:54:52 +09:30
Jeremy Hu
f7b865f18b
Fix intermediate cut face
2019-07-11 19:25:52 +09:30
Jeremy Hu
31d627bca9
Support user defined cut face per each node
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Before this commit, the user defined cut face can only be set for whole part. Now each node could been configured a separate cut face and rotation.
2019-07-09 08:06:07 +09:30
Jeremy Hu
8d315e3c64
Optimize intermediate nodes cut normal.
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Before this commit, the cut normal of intermediate nodes doesn't consider the original nodes' travesal direction. This will cause self intersection in some cases.
2019-07-07 20:25:42 +09:30
Jeremy Hu
eb91a8a16c
Prepare for cut face offset modifier
2019-07-07 15:57:58 +09:30
Jeremy Hu
713935adb5
Save cut face transforms
2019-07-03 07:19:18 +09:30
Jeremy Hu
83cb6383c1
Add new base normal option: Average
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When this option enabled, the mesh generator will average all the base normals of nodes with radius as a weight.
2019-06-25 08:14:04 +09:30
Jeremy Hu
6fc65df6e2
Fix invalid cut face calculation cause infinite loop
2019-06-10 21:25:09 +09:30
Jeremy Hu
63d32781c1
Fix branch wrapping #32
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In this commit, the wrapping algorithm consider the position of neighbor's neighbor, so the cut normal of branch nodes would looks more natural. This commit also fix the radius calculation of the branch face.
Thanks @KeepFenDou for pointing out this issue.
2019-05-28 23:49:50 +09:30
Jeremy Hu
938b6d5d6f
Add color solubility setting
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If one part configured color solubility, the generated color texture seam between the neighbor parts will be gradient filled using this part's color with the specified solubility.
Demo: https://twitter.com/jeremyhu2016/status/1132159910815227904
2019-05-26 08:54:24 +09:30
Jeremy Hu
bb19489ee1
Add base plane constrain settings
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Mesh layout and thickness adjustment are depend on base plane calculation. In this build, the base plane calculation could be limited to front plane, side plane, and so on, compare to without any limitation in previous implementation.
2019-05-20 23:08:01 +09:30
Jeremy Hu
8f5368a43f
Add user defined cut face
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Extruding shape is totally customizable now, it's not limit to predefined shapes.
2019-05-19 12:51:38 +09:30
Jeremy Hu
fc341986c0
Fix texture glitchs
2019-05-12 17:45:07 +09:30
Jeremy Hu
fcfe51a28a
Support customizable extruding face: Quad, Pentagon, Hexagon, and Triangle
2019-05-05 22:19:26 +09:30
Jeremy Hu
69b371adb9
Fix base normal
2019-03-09 23:30:19 +09:30