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    [Plugin] triangulateFaces.rb v1.2 20101120

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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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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            Holes and sheared textures seems fine.

                                            But, when I distort them, so the texture doesn't fit to a parallelogram, then it fails.
                                            And that's excatly the conversation I've been having with Whaat a couple of days ago. That in order to sample textures which are distorted you need four points. Which leads to the question of PolygonMeshes: what do you do then, because if you just sample the UV from each point in the polygon you only get tree samples.

                                            I wonder if PolygonMesh.uv_at(u,v) can be used though. The manual is not clear on this method. The description and example don't add up.

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

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