skeleton definition adding logic so the nodes wont intersect or engulf itself or other nodes.
native components + Starling hull3d and weaverbird to smooth.
Jonathan, do a closest point search from one point on curve belonging to a node to two closest points on the other curves belonging to that node (two because the first closest point will be itself which will equal zero) then get rid of all the zeros. Then choose the smallest number from this for each node. Use half that distance as a minimum override for your hexagon size values insuring they wont intersect.
The same logic can be done for how far along the curve the hexagon can go which should be half the distance of the shortest line that goes to that node.
Jonathan Sheridan
nice...
whats the logic to avoid the mess then?
Feb 18, 2014
Michael Pryor
Jonathan, do a closest point search from one point on curve belonging to a node to two closest points on the other curves belonging to that node (two because the first closest point will be itself which will equal zero) then get rid of all the zeros. Then choose the smallest number from this for each node. Use half that distance as a minimum override for your hexagon size values insuring they wont intersect.
The same logic can be done for how far along the curve the hexagon can go which should be half the distance of the shortest line that goes to that node.
Feb 18, 2014
Daniel González Abalde
Your investigation of skeleton seems amazing!
Feb 18, 2014