Back to photostream

Peugeot Connect Experience

In order to create the road borders we developped a specific algorithm which can read all the data from the mesh.

 

The data are sorted for find which vertices are on the right or the left of the road. Then we find the angle of each bend and sort them from tight bend to normal bend. We also sorted the data in order to find the direction of the bend.

 

The screenshot shows a little tricky mindy problem found on #Unity. When we import an FBX model (from #Maya or #Max) and read the vertices data using C#, it seems the index of the vertices are sorted (on the z axis) only when the UV has not been unfold. If the UV is unfolded, all the data are disorganized.

338 views
0 faves
0 comments
Uploaded on October 7, 2014