#Road Generation

5 messages · Page 1 of 1 (latest)

wheat bobcat
#

need more info:

  • is this premade mesh?
  • circular as in left and right turns?
wheat bobcat
#

i wanted to suggest yeah

#

but this is pretty 'static' way of doing it 🤷
you just want a nice perfect spherical road? no waviness?

thorny basin
#

hi! I think you'll have troubles with a premade mesh if you don't know the diameter and the angle of the mesh :/
why don't you want to make a function which will calculate all tri coords by yourself? It seems to be not too hard

dusky heart
#

'Tri coords' here just means the coordinates of the triangles that make up your road. I think the most straightforward way to do it would be something like this: assuming that the curve you've defined is a parametric one (i.e., that you can write it as x=f(t), y=g(t) ) then you can choose, say, a thousand equally spaced points along the curve, and at each one find the position and the normal vector (the normal will be the vector <g'(t), -f'(t)> , normalized) and then define the two ends of the band at that point as being the position plus and minus a constant times the normal.