Original Post
Hi fellas, I'd like to manipulate/sometimes add and remove vertices/edges/faces from a mesh. Is the barycentric coordinate the way to go? Or I can have some alternatives? Thanks Jack
Quote:
Original post by Mike nl
From your extremely undescriptive description I'm inclined to say no, but it really depends exactly what you want to do. How do you want to manipulate them? How do you determine what you want to delete?
Need more info.
Quote:
Original post by LorenzoGatti
Barycentric coordinates are useful to treat the interior of any triangle in the same way regardless of position and size: the main application I've seen them used for is defining and evaluating basis functions for interpolation, finite element methods, etc.
It seems the only thing you are doing with the interior of your triangles is selecting appropriate places to split them: you don't need explicit barycentric coordinates for points, only interpolation of world coordinates of vertices to get other points.
For example, you can split triangle ABC into four congruent pieces with edge midpoints (A+B)/2,(B+C)/2,(C+A)/2; into three triangles with barycenter (A+B+C)/3; into a fan of N equal area triangles with n-1 points equally spaced along an edge (kA+(n-k)B)/N, 1<=k<=n-1.
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more