Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
VanDisaster has quit [Ping timeout: 202 seconds]
<taniwha>
blender's volume is fairly accurate (could be better, but that's due to FP math and doing it slightly wrong)
<taniwha>
but the algorithm is correct
_whitelogger has joined #kspmodding
VanDisaster has joined #kspmodding
hashashin has joined #kspmodding
hashashin has quit [Read error: Connection reset by peer]
hashashin has joined #kspmodding
Lyneira has joined #kspmodding
hashashin has quit [Read error: Connection reset by peer]
hashashin has joined #kspmodding
_whitelogger has joined #kspmodding
<xShadowx>
taniwha: blender algorithm is 'convaity aware'? or whatever the term is :| bst i could get from googling
<xShadowx>
concavity-aware*
<xShadowx>
wonder if theres a way i can pull that algorithm into c# then.....since blender would be python?
<xShadowx>
i found a few algorithms that say concavity-aware but they were all voxel based and slow, blender does seem to calc it a fair bit faster
<xShadowx>
considering i need to run it multiple times as the mesh shape changes, but always the same number of verts ever so slightly morphed, i'm thinking the better long term performance goal would be use the tetrahedron method, and map out multiple origins / vert groups, nd combine, but thats a ton of effort on a 1mil poly model :|
Ezriilc has joined #kspmodding
_whitelogger has joined #kspmodding
Iskierka has quit [Ping timeout: 183 seconds]
Iskierka has joined #kspmodding
hashashin has quit [Read error: Connection reset by peer]
hashashin has joined #kspmodding
<xShadowx>
ah i found another volume calc in blender i the 3d print toolbox
<xShadowx>
this one shows diff volume, and with primitives looks like its all correct with concave stuff
<xShadowx>
now hmm...how to drag this over to c#...