THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/07/2009 at 09:55, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R10-R11
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
---------
Basically the same as the C4D Bevel tool with multiple adjacent polygons selected and "Preserve Groups" enabled. I can't use it in a multi-threaded context (due to function entrancy) so need to develop my own. Several days on the internet and a post at CGTalk's Graphics Programming forum really haven't resolved this.
Since my beveling is using a 0-100% value rather than a distance, the 100% will be just before crossover occurs (where the top surface polygons degenerate into lines or points). The general solution seems to be to do a point-line distance using the vertices and edges not connected to the vertex in question. When one of these goes to 0.0, that would be 100% (the resulting max distance would be precalculated I suppose).
Does anyone have pointers to resources (papers, algorithms, code, maths) about this?
Thanks,