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Progress on room generation.
- Implemented 2D editing view.
- Nodes can be moved and snapped to full coordinates
- Change height of ceiling and node type.
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Progress on room generation.
Added walls to the room and removed the pillars in the room itself. These can still be placed in the data structure but my random generator isn't using them at the moment. The geometry is now mostly done for my purposes. The next step will be tooling to create and edit rooms manually.
I've found a simple way to create UVs for my ceiling geometry, built from Bezier triangles.
For each triangle I compute a LookAt matrix with the normal of the triangle as the view direction. For the up vector I use one edge of the triangle. The UV coordinates can then be calculated by applying this matrix to each sampled points and discarding the Z component.
let mut ps = [
self.room.surface_point(*face, 0.0, 0.0, 1.0),
self.room.surface_point(*face, 1.0, 0.0, 0.0),
self.room.surface_point(*face, 0.0, 1.0, 0.0),
];
ps.sort_by(|x, y| x.y.partial_cmp(&y.y).unwrap());
let v1 = ps[1] - ps[0];
let v2 = ps[2] - ps[0];
let n1 = v1.cross(&v2);
let lt = Matrix3::look_to_rh(n1.normalize().into(), v1.normalize().into());
UV coordinates on pillars and floor working. I've tinkered with UVs for the ceiling surfaces but have not found a solution yet. There are always discontinuities. The ceiling is created with quadratic Bezier triangles.
Any tips would be appreciated.
Cleaned up everything a bit and added a floor. All still in debug colors. Next will be to create proper UV coordinates to enable texturing.
https://blog.libove.org/posts/09353590-1a6d-421c-b77c-ab4220d30205/
Turn the edges of triangles into #geometry.
https://blog.libove.org/posts/f78065ca-93d9-428c-b36f-6131c164d84e/
Now as surfaces. Not sure if the normals are correct yet.
I've tried to come up with my own parametric surface description but failed. Today I've looked up and implemented Bézier triangle. No I can sample the surface I want to have. Next I will have to do create an actual geometry out of this.
Quick evening session for some refactoring. Every edge can now be samples "as a curve".
https://blog.libove.org/posts/7bda39d3-b2ed-4c41-be3b-c8a518797c40/
Combined the Delaunay triangulation with the Bezier curves to create the "walls" of a room. Next step will be figuring out how to create surfaces between curves.