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    [Plugin] triangulateFaces.rb v1.2 20101120

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    • I Offline
      ideas_arte
      last edited by

      Thanx really useful!

      where download? 😳

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      • J Offline
        Jim
        last edited by

        @ideas_arte said:

        where download?

        That's a valid question; it is not clear which version is the latest, and it is harder than necessary to locate the download.

        The download is about 5 posts before this one.

        Hi

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        • TIGT Offline
          TIG Moderator
          last edited by

          @cphillips said:

          I needed the triangulation to prepare a model for export.

          Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?

          There is only a method to 'position material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method ? ...

          TIG

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          • TIGT Offline
            TIG Moderator
            last edited by

            @cphillips said:

            @tig said:

            @cphillips said:

            I needed the triangulation to prepare a model for export.

            Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?

            There is only a method to 'place material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method...

            Do you mean position_material? It takes a bool for front or back material

            http://code.google.com/apis/sketchup/docs/ourdoc/face.html#position_material

            Duh! 😳 I'll adjust the code and re-post...

            TIG

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            • TIGT Offline
              TIG Moderator
              last edited by

              There's something afoot... What I posted before worked - on keeping the front face texture mapping but not on the back_face... Now when I try it it fails to map both faces ? Any ideas - CPhillips's idea worked fine in tests but now seems to fail...

              TIG

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              • C Offline
                CPhillips
                last edited by

                Post the code and I'll have a look. It might be the face.mesh(1). I think you need to use a different number when you want back uv's as well.

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                • honoluludesktopH Offline
                  honoluludesktop
                  last edited by

                  Hi TIG, Any way to convert this kind of mesh into its component triangles?


                  Drapery05.skp

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                  • TIGT Offline
                    TIG Moderator
                    last edited by

                    @honoluludesktop said:

                    Hi TIG, Any way to convert this kind of mesh into its component triangles?

                    I wrote an example script a few weeks ago to do something like this... http://forums.sketchucation.com/viewtopic.php?p=186068#p186068 ❓

                    TIG

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                    • honoluludesktopH Offline
                      honoluludesktop
                      last edited by

                      TIG, Thanks for the link, it works. Now I can make small edits to the (mesh?).

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                      • jeff hammondJ Offline
                        jeff hammond
                        last edited by

                        @tig said:

                        Result: it triangulates a face... front Texture UVs are kept.

                        hey TIG,

                        if i run the script on this sphere, the UVs go haywire.
                        am i misunderstanding or misusing the script?
                        thanks

                        [edit] ok, wait.. i just read the rest of the thread and i guess this hasn't been sorted out ?


                        sorry about the size.. i guess i could of used a smaller texture πŸ™‚

                        dotdotdot

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                        • TIGT Offline
                          TIG Moderator
                          last edited by

                          @unknownuser said:

                          @tig said:

                          Result: it triangulates a face... front Texture UVs are kept.

                          hey TIG,

                          if i run the script on this sphere, the UVs go haywire.
                          am i misunderstanding or misusing the script?
                          thanks

                          [edit] ok, wait.. i just read the rest of the thread and i guess this hasn't been sorted out ?

                          It's broken... the UV mapping was CJP's but it still needs fixing...

                          TIG

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                          • jeff hammondJ Offline
                            jeff hammond
                            last edited by

                            @tig said:

                            It's broken... the UV mapping was CJP's but it still needs fixing...

                            ah, ok..
                            too bad πŸ˜„

                            [fwiw - i can manually triangulate the sphere using and everything turns out ok.. i guess this script is doing something other than just drawing lines to cut quads in half?]

                            dotdotdot

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                            • TIGT Offline
                              TIG Moderator
                              last edited by

                              @unknownuser said:

                              @tig said:

                              It's broken... the UV mapping was CJP's but it still needs fixing...

                              ah, ok..
                              too bad πŸ˜„

                              [fwiw - i can manually triangulate the sphere using and everything turns out ok.. i guess this script is doing something other than just drawing lines to cut quads in half?]

                              It triangulates the quads and tries to fix the UV mapping - obviously very badly !!!! CJP help! ❗

                              TIG

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                              • TIGT Offline
                                TIG Moderator
                                last edited by

                                See this new script just for selected quad faces - it keeps UV mapping etc...
                                http://forums.sketchucation.com/viewtopic.php?p=201025#p201025

                                TIG

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @tig said:

                                  Known Issues: Back Materials are kept, but these Texture UVs cannot be re-used;
                                  there's a Ruby Console warning message if this problem is found...
                                  Solution: use the front faces only for textures IF you might be triangulating later.

                                  Why is it that you can't preserve the UVs of the backfaces?

                                  Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • TIGT Offline
                                    TIG Moderator
                                    last edited by

                                    We tried [CJP+me] but we couldn't get it to work - any ideas on fixing the whole issue of triangulation and keep UV mapping to front and back faces would be appreciated...

                                    TIG

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      hm... looking at the code:

                                      mesh=face.mesh(1)
                                      This will give you a PolygonMesh with only the FrontUV.

                                      mesh=face.mesh(3) will give you front and back.
                                      but you need to change this as well: uvs=mesh.uvs(true) true will give you set of front UVs, false will give you back UVs if you specified that in the .mesh method.

                                      I'm not quite sure I understand the purpose of this:
                                      outmesh = Geom::PolygonMesh.new faces.each{|f|outmesh.add_polygon(verts[f[0].abs-1],verts[f[1].abs-1],verts[f[2].abs-1])}
                                      Why create a new PolygonMesh? Rearranging the polygons?

                                      Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • TIGT Offline
                                        TIG Moderator
                                        last edited by

                                        This was CJP's code...
                                        I've messed on with your ideas but can only get the front OR back UVs to work... how do I get both ? Here's the re-jigged code so far...

                                        def triangulateFace(face)
                                            mesh=face.mesh(3)
                                            verts=mesh.points
                                            ents=Sketchup.active_model.active_entities
                                            mat=face.material
                                            bac=face.back_material
                                            face.erase!
                                            grp=ents.add_group
                                            grp.entities.add_faces_from_mesh(mesh)
                                            grp.entities.each{|e|
                                                if e.class==Sketchup;;Edge
                                                    e.smooth=false
                                                    e.soft=false           
                                                elsif e.class==Sketchup;;Face
                                                  uva=verts.index(e.vertices[0].position)
                                                  uvb=verts.index(e.vertices[1].position)
                                                  uvc=verts.index(e.vertices[2].position)
                                                  if mat
                                                    uvsF=mesh.uvs(true)
                                                    e.position_material(mat, [verts[uva],uvsF[uva], verts[uvb],uvsF[uvb], verts[uvc],uvsF[uvc]], true)
                                                  end#if
                                                  if bac
                                                    uvsB=mesh.uvs(false)
                                                    e.position_material(bac,[verts[uva],uvsB[uva], verts[uvb],uvsB[uvb], verts[uvc],uvsB[uvc]], false)
                                                  end#if
                                                end#if
                                            }
                                            grp.explode
                                        end#def
                                        

                                        TIG

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          That bit of code seem to work.

                                          Thomas Thomassen β€” SketchUp Monkey & Coding addict
                                          List of my plugins and link to the CookieWare fund

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                                          • TIGT Offline
                                            TIG Moderator
                                            last edited by

                                            @thomthom said:

                                            That bit of code seem to work.

                                            It does work for the back_material but it doesn't map the front material's uvs...
                                            Try running it on a face with a hole in it and and materials front and back - both adjusted at angles/shear etc with Texture tool... Both materials are put back onto the now triangulated faces but the front material will be at its default settings...

                                            I can't see how to do it πŸ˜•

                                            TIG

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