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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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                                      • S Offline
                                        soldatino
                                        last edited by

                                        @thomthom said:

                                        @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.

                                        Yes I do!
                                        HI, the normals are workin ! With flag 7 I got them !
                                        The code is the output for POV-Ray (the normals are as // NOTE at this moment...)
                                        triangle{<1.0,0.0,1.0><0.0,0.0,0.0><0.0,0.0,1.0>
                                        // normal (0.0, 0.0, -1.0)
                                        pigment{color rgb 1} finish{SkUpLight}}
                                        triangle{<0.0,0.0,0.0><1.0,0.0,1.0><1.0,0.0,0.0>
                                        // normal (0.0, 0.0, -1.0)
                                        pigment{color rgb 1} finish{SkUpLight}}
                                        triangle{<1.0,1.0,0.0><0.0,1.0,1.0><0.0,1.0,0.0>
                                        // normal (0.0, 0.0, 1.0)
                                        pigment{color rgb 1} finish{SkUpLight}}
                                        triangle{<0.0,1.0,1.0><1.0,1.0,0.0><1.0,1.0,1.0>
                                        // normal (0.0, 0.0, 1.0)
                                        pigment{color rgb 1} finish{SkUpLight}}
                                        triangle{<0.0,1.0,1.0><0.0,0.0,0.0><0.0,1.0,0.0>
                                        // normal (-1.0, 0.0, 0.0)
                                        pigment{color rgb 1} finish{SkUpLight}}
                                        triangle{<0.0,0.0,0.0><0.0,1.0,1.0><0.0,0.0,1.0>
                                        // normal (-1.0, 0.0, 0.0)
                                        pigment{color rgb 1} finish{SkUpLight}}

                                        r3nDer tools

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                                        • S Offline
                                          soldatino
                                          last edited by

                                          ok, I wrote a scanner that find the normals of the common vertexes and with the sum of the normal vectors it generates smoothed edges.
                                          BUT, if I connect 2 planes it works, otherwise it does not work (strange results) if I attempt to connect 3 or + planes.
                                          I used the sum of normalX, normalY, normalZ of the faces at each point + the x,y,z vertex offset of the same point.
                                          But it seems to be bad.
                                          Only where I erased the 3th plane the result is correct. 😞Clipboard01.jpgnormals.jpgnormals1.jpg
                                          above, the POV-Ray renders

                                          r3nDer tools

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                                          • S Offline
                                            soldatino
                                            last edited by

                                            question solved
                                            POV-Ray help
                                            Smooth triangle artifact

                                            .....
                                            *This assumes that the normal vector returned by the object is a true normal vector, and it works perfectly when this is so.

                                            However, if the object returns an erroneous normal vector, ie. a vector which is not perpendicular to the surface, rendering errors can occur.

                                            Smooth triangles and heightfields do this, and the price to pay are the artifacts in the lighting in certain situations.

                                            The artifact is produced when the true normal vector would have an angle larger than 90 degrees with the ray, but the the actual vector returned by the object has an angle smaller than 90 degrees with the ray. In this case the rendering engine reverses the normal vector even though it should not. This is because it assumes that it is the true normal vector when in fact it is not.

                                            This problem could be solved by making the decision of inverting the returned normal vector according to the true normal vector of the surface instead of the returned vector. However, due to the internal implementation of the rendering engine in the current POV-Ray 3.5, doing this is not trivial. It may be fixed in POV-Ray 4.0, where the rendering engine will be written again and this kind of things can be taken into account from the very beginning.*
                                            see also
                                            http://wiki.povray.org/content/Knowledgebase:Smooth_Triangle_Artifact

                                            😒normals.jpgonly3sidesCube.jpgSameCubeNoSmooth.jpg

                                            r3nDer tools

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