If you are talking about the scene with two cylinders that you have shared, my last code finds them as cylinders (in 11ms to be more precise ). And g…
miauu: Thank you to all. All methods works fine and I use all of them. Aandres, your first method finds 62 cylinders(300 ms). The Polytools method…
Here’s a new version based in PolyTools’s one, that avoids checking perpendicularity for all cap faces against all other faces by: checking coplanar…
Here’s a new version that avoids the mentioned problem: fn FindCenterOfCircle p1 p2 p3 = ( local a = p3 – p2 local b = p1 – p3…
Deleted… don’t like the solution to avoid using cap center.
Try this. Don’t really know if it has a performance improvement. It test all cap verts for radius. If you want to decrease this number, I will take at…
If there are two caps, we should be able to split into three elements. If only one, into two ones. A cap will always be the element with less number o…
Is there always two caps (one in each side)? Can you show please your ‘FindCenterOfCircle’ function? I think I’ve got a solution based on yours (smoot…
lo: The only thing that would be a big no-no is normalizing in place AND returning ‘this’. The more I advance in development, the more certain I …
Thanks, Jorge. Yes, that would be the best: “it depends on what you will use it for”. But, as you know well, users will do with your code the least yo…
My thoughts are: Returning this (thus, corrupting it), seems to me a little dramatic. But it’s fast and straightforward. Perhaps clearer. Returning …
Yes, thanks, I always do that. But it really doesn’t solve my “existencial doubt” for what’s better (if there’s really a better solution for these cas…
This will be for example the behaviour in both cases when creating a random Vector3D: // Case 1: public static Vector3D Random1() …
There is little to explain… You are using “deleteSourceNode:true”, so I guess you have a source node for your mesh. Just wondering if you have the sam…