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Full Version: [LDPartEditor] First Alpha Version News (until 2014-09-19)
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LDPartEditor's manipulator will support
  • Local and global transformations, with a customisable pivot point ( [0;0;0] for global transformation )
  • Translation
  • Rotation
  • Scaling
  • A combined mode of Translation, Rotation, Scaling

  • Transformation of adjacent data (disengageable)
  • Subfile content modification (disengageable)

  • Protection mechanisms for official library parts (e.g.: the accidental translation of three vertices from a primitive like 4-4disc.dat)


[Image: manipulator2.png]
It's now possible to manipulate the colours.
[Image: Colour_Manipulation.png]
I implemented a bunch of new features for the 3D manipulator in this week and the week before.
You can now...
  • ...transform the camera to the position and orientation of the manipulator.
  • ...swap and invert the manipulator axes.
  • ...adjust the orientation of the manipulator to the nearest vertex, edge, or surface normal.
  • ...adjust the position of the manipulator to the nearest vertex, edge, or surface.
  • ...adjust the position of the manipulator to the selection center.
  • ...adjust the position and orientation of the manipulator via the transformation matrix of a selected subfile.


PS: I will change the icon design and the icon order from time to time to better clarify the unique features which are kept behind these buttons and improve the usablility. By now, it's a little bit cryptic Wink


[Image: new_manipulator_buttons.png]
:-D :-D :-D
LDPartEditor will support the full "Language Extension for Texture Mapping".

Here are the first screenshots showing "!TEXMAP PLANAR" doing its magic Smile

..early version of the TEXMAP parser (you can see tiny white edges in the texture)..
[Image: TEXMAP1.png]
..early version with transparency..
[Image: TEXMAP3.png]

..now with improved image quality...
[Image: TEXMAP4.png]
[Image: TEXMAP5.png]
[Image: TEXMAP2.png]
Code:
0 !TEXMAP START PLANAR 0 0 0 10 0 0 0 10 0 checker.png
0 !: 4 16 0 0 0 10 0 0 10 10 0 0 10 0
0 !TEXMAP FALLBACK
4 16 0 0 0 10 0 0 10 10 0 0 10 0
0 !TEXMAP END

0 !TEXMAP START  CYLINDRICAL 15 10 0 15 0 0 15 10 -5 3.14 checker.png
0 !: 1 16 15 0 0 5 0 0 0 10 0 0 0 5 4-4cyli.dat
0 !TEXMAP FALLBACK
1 16 15 0 0 5 0 0 0 10 0 0 0 5 4-4cyli.dat
0 !TEXMAP END

0 !TEXMAP START SPHERICAL 25 5 0 25 5 -5 30 5 0 3.14 3.14 checker.png
0 !: 1 16 25 5 0 5 0 0 0 5 0 0 0 5 8-8sphe.dat
0 !TEXMAP FALLBACK
1 16 25 5 0 5 0 0 0 5 0 0 0 5 8-8sphe.dat
0 !TEXMAP END

I don't know if it is displayed correctly. I need more information for the SPHERICAL and CYLINDRICAL projection methods since they are difficult to understand. I simply don't know what I should expect when I do a "SPHERICAL" or "CYLINDRICAL" mapping with !TEXMAP...

https://lh3.googleusercontent.com/-_lcQ5...AP_ALL.png
Purely from a 'feeling' kind of view, I don't think the cylinder and sphere are correct.

I have yet to implement/study the texmap extention for use in my LDCad but, I would expect the shapes to retain the checker pattern (but curved) in your example.
For cylindrical, definitely if you have the settings right to match the cylinder that you're mapping onto, the checkerboard should indeed wrap around the cylinder and look even. For a unit half-cylinder centered with its bottom at 0, 0, 0, I believe the parameters would be 0 0 0 0 -1 0 0 0 1 180. (I color coded the numbers to make it easier to read.) With those settings, the left edge of the texture would map to left edge of the half-cylinder, the right edge of the texture would map to the right edge of the half-cylinder, and the middle bottom of the texture would be at coordinates 0, 0, 1, which would be the bottom center of the half-cylinder's surface.

For spherical, I'm not completely sure what it's supposed to look like, but if you used the same texture map for all three shapes, I don't think what you have is right. However, I believe for a unit sphere at the origin with texmap params 0 0 0 0 0 1 1 0 1 180 180, the center of the texture would map to the point at 0 0 1, and the texture near that point would look fairly non-warped. The checkerboard would get progressively more warped as you move further from that point. The centers of each of the four edges of the texture would map to the edge of the half-sphere, and everything outside a circle inscribed in the texture's square would be invisible (out of bounds).
Thanks Travis. I finally managed to find a solution for the cylindrical projection.
Code:
0 // btw: I changed the unit to degrees instead of radians
0 !TEXMAP START CYLINDRICAL 15 10 0 15 0 0 15 10 -5 180 checker.png
0 !: 1 16 15 0 0 5 0 0 0 10 0 0 0 5 4-4cyli.dat
0 !TEXMAP FALLBACK
1 16 15 0 0 5 0 0 0 10 0 0 0 5 4-4cyli.dat
0 !TEXMAP END
[Image: TEXMAP_CYLINDRICAL2.png]
Very nice,

I would expect the spherical one to look like the right green/yellow one on this page

https://en.wikipedia.org/wiki/UV_mapping
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