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    [Plugin] triangulateFaces.rb v1.2 20101120

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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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                                      • TIGT Offline
                                        TIG Moderator
                                        last edited by

                                        See what you mean - I had a distorted front face that failed...
                                        if you have 4 ubs's how do we check ? πŸ˜•

                                        TIG

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                                        • TIGT Offline
                                          TIG Moderator
                                          last edited by

                                          I have some thoughts... πŸ’­
                                          The original face's mesh has a number of points - 3 or more.
                                          A texture usually has 3 uvs 'points'.
                                          A distorted texture has 4 uvs 'points'.
                                          How do these uvs 'points' relate to the mesh points ? If you give them the equivalent 'index' then they'll work until index=3...
                                          A face made from the mesh always has 3 points, these relate to the mesh points in sets of 3 - but how do these tie back to the texture uvs 'points' ? The fourth one index=3 fails ???
                                          How do we make an array to place the material that has this fourth pair of a 3D point and a uvs 'point' ? It must reflect the 'extra point' somehow ??

                                          I shall sleep on it and see if the little-grey-cells come up with anything... ➑

                                          TIG

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            For my UV plugins I have used the UVHelper to sample the points. What I did then was sample four points of the face's place - completely ignoring the face's vertices.

                                            Maybe, for each face that's turned into a PolygonMesh, sample four points of the front and back. Then once converted into PolygonMesh, apply the sampled UV points to each of the polygon faces. That should work. All the created polygon faces are still on the old face's plane.

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

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