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Hey @vpenades !

I’m currently porting some code from BabylonJS’s polygonMesh class to C#, actually this piece of code here: https://github.com/BabylonJS/Babylon.js/blob/8aae1ec1c954c8e7a5dd5062dfabf33334db437b/src/Meshes/polygonMesh.ts#L245

It is extruding a polygon. They set positions, normals, uvs and indices.

From what I understand, the MeshBuilder allows us to use VertexPositionNormal (positions and normals), but that does not include indices. Is there any way to provide indices in the MeshBuilder? Or could you perhaps point me in the right direction?

Thnx,

Michel

Issue Analytics

  • State:closed
  • Created 4 years ago
  • Comments:10 (5 by maintainers)

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1reaction
vpenadescommented, Jun 3, 2019

@promontis There’s several cases that could benefit from supporting polygons:

  • Fonts tessellation
  • Converting from models that support polygons (wavefront obj)

But in the end, any “AddPoygon” method ends calling AddTriangle… and I I want to support polygons, I need to support all the cases, not only the easy cases… and there’s a lot of really difficult cases, because it is not uncommon to have to deal with malformed polygons, for which I would have to check the malformation, and report it as an error.

So I am at a point in which I have to choose between keeping the feature (and dedicate time to mainain it)… or move to more gltf related features.

1reaction
vpenadescommented, May 28, 2019

@promontis In retrospect, the ear clipping algorythm is not that complex… I gave it a try and I was able to work it out in a short time… I’ve just commited the changes.

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