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    PolygonMesh behavior

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    • AdamBA Offline
      AdamB
      last edited by

      @thomthom said:

      I did that for Vertex Tools, I take the average normal of the faces connected to the vertex.

      You're missing a step with your averaging there. You need to weight by the contribution each face connected to the vertex makes - ie weight by the interior angle otherwise a cube constructed of triangles will end up with vertex normals not all pointing out exactly at 45 degrees.

      Developer of LightUp Click for website

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      • S Offline
        soldatino
        last edited by

        I am sorry but I use this topic because it seems to be about my question.
        I make a solid using the help example for smooth surfaces (6 sides), then I push for the elevation, then I select all the object, then I apply Soften edges angle 79,0 degrees, and the edge appear soft.
        But if I get the normals at each point I read always (0, 0, 0), that is not a valid vector.
        Sorry, where I am wrong?

         
        for np in 1..numpol do
          vertices=mesh.polygon_at np
          numvrtx=vertices.length - 1
          for eachvrtx in 0..numvrtx do
            x = mesh.point_at((vertices[eachvrtx]).abs).x*RatioPov
            y = mesh.point_at((vertices[eachvrtx]).abs).y*RatioPov
            z = mesh.point_at((vertices[eachvrtx]).abs).z*RatioPov
        
        
            nx = mesh.normal_at (eachvrtx+1) #index is base 1
            UI.messagebox(nx.to_s)
        

        r3nDer tools

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        • thomthomT Offline
          thomthom
          last edited by

          @soldatino said:

          I make a solid using the help example for smooth surfaces (6 sides

          Which example?

          @soldatino said:

          But if I get the normals at each point

          I think that .normal_at( index ) refer to the normal of a polygon - not point...

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

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          • S Offline
            soldatino
            last edited by

            Error 404 (Not Found)!!1

            favicon

            (code.google.com)

            but this is about points "particular index in the mesh."
            Or it is for each face? In this case I have to calculate each angle between vertexes of adjacent faces?
            Anyway the vector that I get is 0,0,0, but the faces have smooting in SU.
            http://sketchup.google.com/support/bin/answer.py?hl=it&answer=114941
            the procedure is explained in the yellow window..

            r3nDer tools

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            • thomthomT Offline
              thomthom
              last edited by

              I think "particular index in the mesh." refer to the index of polygons.

              @soldatino said:

              Anyway the vector that I get is 0,0,0, but the faces have smooting in SU.

              Normals in SketchUp does not relate the smoothing. Normals are always perpendicular to the face/polygon.

              To find out of the mesh has smooth edges use PolygonMesh.polygon_at http://code.google.com/intl/it/apis/sketchup/docs/ourdoc/polygonmesh.html#polygon_at or PolygonMesh.polygons http://code.google.com/intl/it/apis/sketchup/docs/ourdoc/polygonmesh.html#polygons

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

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              • S Offline
                soldatino
                last edited by

                yes, thanks, pointing at the face I get the float values of the vector.
                Now if it is a offset valid for all the points of each face, I have to find the common points of adjacent faces, and interpolate their offsets to get the vector for the points. A lot of work... do yo think it is right?

                r3nDer tools

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                • thomthomT Offline
                  thomthom
                  last edited by

                  Think so - SU doesn't provide vertex normals.
                  When I wrote Vertex Tools I have to work them out manually from the connected faces.

                  Thomas Thomassen — 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

                    Look at a vertex.
                    Get its faces.
                    Get the normals of the faces [lets say there are 3 of them].
                    Combine the faces' normals [vectors] using v = v1 + v2 + v3
                    Now 'v' should be the combined-vector at that vertex [the vertex-normal?]...
                    Test it using entities.add_line(vertex.position,v.to_a)
                    which should draw a line at the vertex along the direction of the combined-vector 'v'...

                    TIG

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                    • S Offline
                      soldatino
                      last edited by

                      thomthom, TIG, thanks. I will attempt to write this in Ruby, even if I dont know much of this language, to do it with a post editor would be very easy, storing the array of all the normals of every face as comments within the ouput of the points ...

                      note: Vertex.used_by? in a loop of all connected faces ? waiting for the eternity...

                      r3nDer tools

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        @soldatino said:

                        note: Vertex.used_by? in a loop of all connected faces ? waiting for the eternity...

                        ❓

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

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                        • S Offline
                          soldatino
                          last edited by

                          @thomthom said:

                          @soldatino said:

                          note: Vertex.used_by? in a loop of all connected faces ? waiting for the eternity...

                          ❓

                          I am worried because I think that with large model the time required will be huge.
                          Addictionally I would not repeat the calculation for the same point when the loop scans the already involved faces, but if I do not want to repeat I have to save an array for all the entities, containing normals already calculated, and to scan it also, which could be worse...

                          r3nDer tools

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            What are you doing? An exporter?

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

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              <span class="syntaxdefault"><br />&nbsp;&nbsp;</span><span class="syntaxkeyword">for&nbsp;</span><span class="syntaxdefault">eachvrtx&nbsp;in&nbsp;0.</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">numvrtx&nbsp;</span><span class="syntaxkeyword">do<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">x&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">y</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;z&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">z</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br /></span>
                              

                              Change into this

                              <span class="syntaxdefault"><br />&nbsp;&nbsp;</span><span class="syntaxkeyword">for&nbsp;</span><span class="syntaxdefault">eachvrtx&nbsp;in&nbsp;0.</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">numvrtx&nbsp;</span><span class="syntaxkeyword">do<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">pt&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">x&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">pt</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">pt</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;z&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">pt</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">z</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br /></span>
                              

                              Should be a little bit faster.

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

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                              • S Offline
                                soldatino
                                last edited by

                                This is a part of my exporter to POV-Ray. Yes, now I apply your suggestion !

                                r3nDer tools

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                                • S Offline
                                  soldatino
                                  last edited by

                                  SenzaTitoloSTa.jpg

                                  17/11/2010 10:03:00
                                  //Ending at 17/11/2010 10:03:18

                                  17/11/2010 10:09:00
                                  //Ending at 17/11/2010 10:09:18

                                  28935 faces
                                  Later I will check on largest files...

                                  r3nDer tools

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                                  • T Offline
                                    tomasz
                                    last edited by

                                    @thomthom said:

                                    Think so - SU doesn't provide vertex normals.

                                    You are wrong Thomas!
                                    Check this :
                                    polygonmesh.normal_at(vertex_index)

                                    Soldatino, your exporter will work faster now 😄
                                    I think that is what you have been looking for, unless you want to do vertex welding.

                                    Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      @unknownuser said:

                                      @thomthom said:

                                      Think so - SU doesn't provide vertex normals.

                                      You are wrong Thomas!
                                      Check this :
                                      polygonmesh.normal_at(vertex_index)

                                      ?

                                      From the docs I see nothing that indicate vertex index. http://code.google.com/apis/sketchup/docs/ourdoc/polygonmesh.html#normal_at
                                      Saying that - it doesn't even say if it's polygon index.

                                      Tomaz: you got a working example?

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

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                                      • T Offline
                                        tomasz
                                        last edited by

                                        @thomthom said:

                                        Toma**s**z: you got a working example?

                                        Yep. SU2TH 😄

                                        You have to extract a triangle indexes using
                                        tri_indexes=polygonmesh.polygon_at(mesh_index)
                                        and then
                                        normal0=tri.normal_at(tri_indexes[0]) normal1=tri.normal_at(tri_indexes[1]) normal2=tri.normal_at(tri_indexes[2])

                                        The docs are .... terribly bad, you know that you can't rely on them 😄

                                        Now you know how to use it and speed-up your plugins.

                                        EDITED. I was terribly wrong 😄 It is correct now.

                                        Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          I can't get it working...
                                          PolygonMeshNormals.png

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

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                                          • T Offline
                                            tomasz
                                            last edited by

                                            Do not count_points, count_polygons instead.
                                            1 .. mesh.count_polygons
                                            then

                                            {
                                            tri_indexes=mesh.polygon_at(i)
                                            (0..2).each{|q| p mesh.normal_at(tri_indexes[q])}
                                            }
                                            

                                            EDIT.
                                            use mesh 7 to ensure you get also normals. Doc doesn't say what is a default flag.

                                            Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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