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    PolygonMesh behavior

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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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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            @soldatino said:

                                            I cannot confirm the better time of the second way.

                                            It was just a general suggestion. When I was doing Vertex Tools I spend quite some time looking at performance - and when you do lots of iterations you can some times save some time by avoiding doing multiple lookups.
                                            But overall gain will depend on what else your code is - there could be parts that offsets the performance gain too much.
                                            If you want you can PM me the code and I can have a look at it.

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

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