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Groboto creators coded Meshfusion...dont know how this will effect their own package though.
The Foundry has some nice clips on their Website, this one is a comprehensive introduction too.
I have the impression this is something really big to program and could justifiably require a full version upgrade of Nvil with additional with upgrade costs.
Blender now uses that library, and with the inclusion of Bmesh, now gives boolean results without all the triangulation.
http://www.youtube.com/watch?v=T-ccEk3P5g0Drool...would love these kind of advanced modelling tools.
Quote from: steve on March 09, 2014, 09:36:32 pmBlender now uses that library, and with the inclusion of Bmesh, now gives boolean results without all the triangulation.No triangles? Are you sure?
Apart from requiring planar faces that are not self intersecting, Carve places no restrictions on the form of input data. Faces that make up surfaces may have an arbitrary number of edges, and are not required to be convex. Carve does not produce triangulated output, which protects against errors caused by poor triangulation that can impact subsequent CSG operations.
Also I have not yet seen any Boolean Engine which can tesselate the outcome without triangles and / or ngons, let alone one which allows for interactive updates.All meshers which output just quads and edgeloops do this expensive and time consuming post-processes.
If triangulated output is required, we recommend that it be performed as a post processing step on the final result. Alternatively, hooks exist in Carve to allow a 3rd party triangulator to tesselate faces before the final result is produced
Groboto is most definately using Nurbs or similar math.
Cad modelers use similar methods and have no issues calculating fillets and booleans with realtime performance. Even Maya can do this, although manual setup is tedious.