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Objective-C++ 3D Frameworks & Application Programming 3nvironment
Objective-C++ 3D Frameworks & Application Programming 3nvironment

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3Σ's posts

Rewriting AAObject. Dropping support for 32-bit system.


TODO: subclass a state to maintain a different set of methods that will allow the state owner to choose from the union if the state's allocated memory was malloced and should be freed by state or if the state owner owns it.

Idea: have a mode for mixing objects with float coordinates, eg. {id/nil, X, Y, Z}[...]

Taking a look at OpenVDB.

A reminder, 3SUM will be able to build both 2D (kinda like Gorm) and 3D user interface and will store all the constructional history of the interfaces in a form of scripting language.. in QOQ may be.. if I ever make that happen, or smalltalk, but I'll miss all the literal syntax.

Got my dev env up running. Been busy getting things into their places on Android and end up spending too much time on streets with portals.

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Stupid icon for orthographic projection (4th).. it's temporary. These icons need a redesign. Will just use anything right now. Until the day 3SUM is more ready ( having raster and Aqsis modules implemented ) I'll remake them all in 3SUM. The original idea was to reimplement NSToolbar as a separated panel attached to the top screen edge.. or bottom on a desktop environment that use the top edge for menu. But may be waiting until EtoileUI is ready could be a better idea so I don't need to remake thing over and over. Thinking about ditching NSEvent support for ETEvent.. but thinking if an event based on AAObject should be more useful. May be I'll model AAEvent around ETEvent.
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Here's some ideas on the manipulator, it will support several handles, each may be turned off, shift-click to lock and unlock, the tinted circles will appear once the mouse get near the center, they are for uniform scaling and planar translation and rotation and will disappear on mouse leaving the outer one. In unlock mode it will not transform the current selection but will be freely self-managing itself around the scene, snapping to elements, or known selection orders.
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Experiment with pie UI system. The manipulator is being implemented to display its axis arrows at a fixed distance, Was thinking that the inner dashed area could be used for storing pie menu icon entries, but realize that origin of transformation could be off-screen. What else could be in there? a rotation dialler.. uniform scaling.. projection plane translation, and locking -- so that you may translate the manipulator itself w/o transforming the selected elements.
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Trying to design a concept of inter-state polygons. Each mesh has its own vertex index, so working with 2 meshes at once (by joining them into a single state) would require some managements. Another problem is if the new created mesh should join a mesh based on selection order or if it could be turned into an independent state. Also, trying to allow 2 meshes to share a polygon if it consists of verts from both meshes.
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