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    PolygonMesh behavior

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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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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    But when you do 1 .. mesh.count_polygons you iterate over the polygons. And mesh.polygon_at(i) returns an array of point (vertex) indexes - which are the same indexes you get when you iterate mesh.count_points...

                                    ??

                                    PMIndex.png

                                    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

                                      @unknownuser said:

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

                                      Ah! Yes - of course. Now I get normals.

                                      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

                                        Correct. They are same indexes, but now they define a triangle. In exporter you usually export triangles not a cloud of points...

                                        Have you used mesh(7)? Maybe this is why it returns Vector3d(0,0,0) instead of Vector3d(0,-1,0)?

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

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          @unknownuser said:

                                          Have you used mesh(7)? Maybe this is why it returns Vector3d(0,0,0) instead of Vector3d(0,-1,0)?

                                          Ja - it worked then. I'm guessing that was the same reason Soldatino got 0,0,0 normals as well.

                                          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

                                            Thanks Tomasz and others!
                                            Wow, I was away some time!
                                            It seems it is possible, even if my english is terrible I think to understand something...
                                            thomthom, exactly I had the same your results...

                                            About the
                                            x = mesh.point_at((vertices[eachvrtx]).abs).xRatioPov
                                            Y = mesh.point_at((vertices[eachvrtx]).abs).y
                                            RatioPov
                                            z = mesh.point_at((vertices[eachvrtx]).abs).z*RatioPov
                                            instead of

                                            pt = mesh.point_at((vertices[eachvrtx]).abs)

                                            x = pt.x*RatioPov

                                            y = pt.y*RatioPov

                                            z = pt.z*RatioPov

                                            I cannot confirm the better time of the second way... I understand that it seems impossible but my tests are different...
                                            If I dont resolve I will send you my entire code of the plugin...

                                            r3nDer tools

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