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Offsetting curves, surfaces

Open pboyer opened this issue 9 years ago • 6 comments

The approach here is the following:

  1. Recognize special cases and offset exactly (e.g. lines, circles/arcs/ellipses, spheres, cylinders) else
  2. Sample based on second derivative
  3. Offset using normal
  4. Fit with NURBS curve/surface of user specified degree

pboyer avatar Jun 25 '16 20:06 pboyer

2 do you mean sample with frequency related to the second derivative?

mjkkirschner avatar Jun 26 '16 00:06 mjkkirschner

Yes.

On Sat, Jun 25, 2016, 8:08 PM Michael Kirschner [email protected] wrote:

  1. do you mean sample with frequency related to the second derivative?

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pboyer avatar Jun 26 '16 01:06 pboyer

Hi. I could really use some advice with your awesome library. I'm sorry I didn't know how else to contact you.

I'm trying to use the C# build of Verb for a game in Unity, which requires assemblies that target .Net 3.5 or older.

It seems that the Verb.dll that is generated from Haxe is targeting .Net 4.x, despite the fact that I've explicitly tried to target .Net 2.0 using the directive "-D net-ver=20" in buildcs.hxml, which is the default target anyway.

When I inspect the DLL, it is indeed targeting version 4.0 of mscorlib. Can you give me any direction on how to create a DLL that actually targets version 2.0 of mscorlib so that I can use it in Unity?

Thanks so much for you help! -Brian ([email protected])

Below is the stack trace of the actual error I receive:

MissingMethodException: Method not found: 'System.Type.op_Inequality'. Array1[Array1[System.Double]].Array_cast[Object] () Array1[System.Object].__hx_cast[Object] (Array me) verb.eval.Eval.homogenize2d (.Array1 controlPoints, .Array1 weights) verb.geom.NurbsSurface.byKnotsControlPointsWeights (Int32 degreeU, Int32 degreeV, .Array1 knotsU, .Array1 knotsV, .Array1 controlPoints, .Array`1 weights)

briandiloreto avatar Jan 17 '17 22:01 briandiloreto

@briandiloreto I'm really not too sure about this one. I'm pretty sure @mjkkirschner managed to integrate it with unity.

pboyer avatar Jan 20 '17 15:01 pboyer

@briandiloreto I think you are confusing the.net target version and .net API version that haxe uses when compiling. -D net-ver vs. -D net-target:

you can open a new issue and share your unity code and your haxe compile statement -

It's been multiple versions ago that I got this working though so things may have changed.

mjkkirschner avatar Jan 20 '17 15:01 mjkkirschner

Peter, Michael, thank you both for responding.

Michael, you must be right about the use of that .Net target parameter. In the end, I gave up on using the version of the DLL created by haxe and simply recompiled the generated C# sources using Visual Studio, using a .Net 3.5 target. That version seems to be working fine.

I'm really curious what you have done with NURBS in Unity. I couldn't find any examples, which seems strange, considering their potential for gaming.

Peter, is there a forum or discussion board about the use of your library, should I have any questions? Thanks again!

On Fri, Jan 20, 2017 at 7:34 AM, Michael Kirschner <[email protected]

wrote:

@briandiloreto https://github.com/briandiloreto I think you are confusing the.net target version and .net API version that haxe uses when compiling. -D net-ver vs. -D net-target:

you can open a new issue and share your unity code and your haxe compile statement -

It's been multiple versions ago that I got this working though so things may have changed.

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briandiloreto avatar Jan 20 '17 17:01 briandiloreto