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    Triangulate triangles ?

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    • TIGT Offline
      TIG Moderator
      last edited by

      Beat me to it πŸ˜‰
      You might want to change the
      faces = ents.grep(Sketchup::Face)
      to
      faces = **sel**.grep(Sketchup::Face)
      So then the user changes only selected faces ?
      OR perhaps
      faces = sel.grep(Sketchup::Face) faces = ents.grep(Sketchup::Face) **unless faces[0]**
      so it works on a selection OR everything if there is no selection...

      Also you want to make it undoable, so add
      **model.start_operation('subtri')** faces.each... ...end **model.commit_operation**
      πŸ€“

      TIG

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      • renderizaR Offline
        renderiza
        last edited by

        Hahaha!

        TIG I would be very happy if you modify your existing plugin to add Pilou is feature request. πŸ‘

        I am interested in making this for learning and I have some additional ideas I want to explore. I consider you my mentor TIG and there will never be competition between you and me I promise! πŸ’š

        By the way thanks for the suggestion! πŸ‘

        Here is updated code...

        model = Sketchup.active_model
        ents = model.active_entities
        sel = model.selection
        faces = sel.grep(Sketchup;;Face)
        
        model.start_operation('csplit')
          faces.each do |face|
            vertices = face.vertices
            bbox = face.bounds
            cpoint = bbox.center
        
            vertices.each do |vertex|
              p1 = cpoint
              p2 = vertex
              line = ents.add_line p1,p2
            end
          end
          sel.clear
        model.commit_operation
        

        [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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        • TIGT Offline
          TIG Moderator
          last edited by

          OK
          I'll make a simple script and publish it shortly...

          TIG

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          • renderizaR Offline
            renderiza
            last edited by

            Thank you TIG! πŸ‘

            [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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            • A Offline
              anar
              last edited by

              Thanks Pilou !
              You convinced TIG...
              And Thanks TIG, I think it's a must have !

              http://www.polyloop.net/attachment.php?attachmentid=32959&d=1382032801

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              • TIGT Offline
                TIG Moderator
                last edited by

                Try this http://sketchucation.com/forums/viewtopic.php?p=495430#p495430
                TriangulateAllFaces...

                TIG

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                • cottyC Offline
                  cotty
                  last edited by

                  I think the triangulation is not the same...


                  tri.jpg

                  my SketchUp gallery

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                  • renderizaR Offline
                    renderiza
                    last edited by

                    Both of these are very useful so maybe add an option to choose between the two.

                    http://s23.postimg.org/sp0h6r557/e_1.png

                    [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                    • TIGT Offline
                      TIG Moderator
                      last edited by

                      To do the former you need to first triangulate all faces, then find each triangle's center using the angles' bisectors' intersections...
                      πŸ˜•

                      TIG

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                      • renderizaR Offline
                        renderiza
                        last edited by

                        Not as easy as using the center of face.bounds.center is it. πŸ˜•

                        If I find the best way to do it with code I'll let you know...Best of luck! πŸ‘

                        [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                        • renderizaR Offline
                          renderiza
                          last edited by

                          I sure don't call the code below a success but its definitely interesting...

                          http://s13.postimg.org/yerdljl8n/eee.jpg

                          
                          model = Sketchup.active_model
                          ents = model.active_entities
                          sel = model.selection
                          faces = sel.grep(Sketchup;;Face)
                          
                          model.start_operation('csplit')
                            faces.each do |face|
                              vertices = face.vertices
                              edges = face.edges
                              bbox = face.bounds
                              cpoint = bbox.center
                          
                             edges.each do |e|
                                e1 = e.start.position
                                e2 = e.end.position      
                          
                                x = (e2.x + e1.x) / 2
                                y = (e2.y + e1.y) / 2 
                                z = (e2.z + e1.z) / 2
                          
                                vertices.each do |vertex|
                                  p1 = [x, y, z]
                                  p2 = vertex
                                  line = ents.add_line p1,p2
                                end
                              end    
                            end
                            sel.clear
                          model.commit_operation
                          

                          Note: I also find strange that new edges don't intersect with each othere making a new vertex...why is this?

                          [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                          • renderizaR Offline
                            renderiza
                            last edited by

                            If the second time you apply script you do each face individually inside a group, then you get very pretty geometry. πŸ˜›

                            http://s15.postimg.org/3zyfm7ayz/pp1.jpg

                            [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                            • JQLJ Offline
                              JQL
                              last edited by

                              Renderiza,

                              That's not success, that's brilliance!

                              I'll start designing tiles right away...

                              Thanks!

                              JQL

                              www.casca.pt
                              Visit us on facebook!

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                              • renderizaR Offline
                                renderiza
                                last edited by

                                Wish you success or better yet brilliance in your designs! πŸ’š

                                [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                                • pilouP Offline
                                  pilou
                                  last edited by

                                  you make big progress and be near the success! β˜€

                                  @unknownuser said:

                                  Not as easy as using the center of face.bounds.center is it. πŸ˜•

                                  If I find the best way to do it with code I'll let you know.

                                  Why not take the image of the first post as "pseudo code" ?

                                  • Calculate the point x,y,z crossing of 2 lines from 2 vertices to their middle opposite edge
                                    (point can be also the calculate center of gravity of 3 points! πŸ˜‰
                                  • draw 3 lines from this point to the 3 vertices

                                  Tig has finalized his "triangulate" method!
                                  Medians stay in race! πŸ˜„

                                  Triangulate all faces by Tig (function was repeated for a sort of fractal system - only 3 triangles at start)
                                  nomedian.jpg

                                  Frenchy Pilou
                                  Is beautiful that please without concept!
                                  My Little site :)

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                                  • renderizaR Offline
                                    renderiza
                                    last edited by

                                    Thanks guys! Will definitely study your suggestions. πŸ‘

                                    [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                                    • jolranJ Offline
                                      jolran
                                      last edited by

                                      I Think you could use the circumcentre as well, for skewed triangles.. Maybe that's what Pilou is trying to Point out.

                                      Here's some code I'm using for that. You might have to rewrite it to fit your needs..
                                      I just ripped it out from a plugin I'm working on..

                                      # Arguments need 3 point3D objects from triangle.
                                      def points3_circumC(p1,p2,p3) #(Only 2 lines is actually needed for calculation)
                                      	
                                      	#Init Vectors for calculation.
                                      	vec1  = p1.vector_to(p2) 
                                      	vec2  = p1.vector_to(p3) 
                                      	fakeZ = vec1.cross(vec2) #cross Plane...
                                      	#midpoints
                                      	mp1 = p1.offset(vec1, vec1.length/2)
                                      	mp2 = p1.offset(vec2, vec2.length/2)
                                      	#cross vectors..
                                      	vec1 = vec1.cross(fakeZ)
                                      	vec2 = vec2.cross(fakeZ)
                                      	#lines
                                      	line1 = [mp1, vec1]
                                      	line2 = [mp2, vec2]
                                      	return c = Geom.intersect_line_line(line1, line2) #point3D
                                      end
                                      

                                      edit: Ehh.. looks like TIG already bashed out a working plugin for this.

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                                      • renderizaR Offline
                                        renderiza
                                        last edited by

                                        It works! 😍

                                        http://s9.postimg.org/3oou2krkf/yay.jpg

                                        Here is the code...

                                        
                                        model = Sketchup.active_model
                                        ents = model.active_entities
                                        sel = model.selection
                                        faces = sel.grep(Sketchup;;Face)
                                        
                                        model.start_operation('csplit')
                                          faces.each do |face|
                                            v = face.vertices
                                        
                                            cx = v[0].position.x + v[1].position.x + v[2].position.x
                                            cy = v[0].position.y + v[1].position.y + v[2].position.y   
                                            cz = v[0].position.z + v[1].position.z + v[2].position.z 
                                        
                                            px = cx / 3
                                            py = cy / 3 
                                            pz = cz / 3 
                                        
                                            v.each do |vertex|
                                              p1 = [px, py, pz]
                                              p2 = vertex
                                              line = ents.add_line p1,p2
                                            end
                                          end
                                          sel.clear
                                        model.commit_operation
                                        

                                        Note: At the moment the above code works with triangles only.

                                        For squares we can use the code bellow...

                                        
                                        model = Sketchup.active_model
                                        ents = model.active_entities
                                        sel = model.selection
                                        faces = sel.grep(Sketchup;;Face)
                                        
                                        model.start_operation('csplit')
                                          faces.each do |face|
                                            v = face.vertices
                                        
                                            cx = v[0].position.x + v[1].position.x + v[2].position.x + v[3].position.x
                                            cy = v[0].position.y + v[1].position.y + v[2].position.y + v[3].position.y  
                                            cz = v[0].position.z + v[1].position.z + v[2].position.z + v[3].position.z 
                                        
                                            px = cx / 4
                                            py = cy / 4 
                                            pz = cz / 4 
                                        
                                            v.each do |vertex|
                                              p1 = [px, py, pz]
                                              p2 = vertex
                                              line = ents.add_line p1,p2
                                            end
                                          end
                                          sel.clear
                                        model.commit_operation
                                        

                                        [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                                        • renderizaR Offline
                                          renderiza
                                          last edited by

                                          The following code will work on all geometry types like triangle, square, ect...

                                          model = Sketchup.active_model
                                          ents = model.active_entities
                                          sel = model.selection
                                          faces = sel.grep(Sketchup;;Face)
                                          @addx = []
                                          @addy = []
                                          @addz = []
                                          
                                          model.start_operation('csplit')
                                            faces.each do |face|
                                              @addx.clear
                                              @addy.clear
                                              @addz.clear
                                          
                                              v = face.vertices
                                              num = v.length
                                          
                                              v.each_with_index {|vert,i|
                                                @addx << " + v[#{i}].position.x"
                                                @addy << " + v[#{i}].position.y"
                                                @addz << " + v[#{i}].position.z"
                                              }
                                          
                                              ax = @addx * ","
                                              sumx = ax.delete ","
                                          
                                              ay = @addy * ","
                                              sumy = ay.delete ","
                                          
                                              az = @addz * ","
                                              sumz = az.delete ","
                                          
                                              cx = eval("#{sumx}")
                                              cy = eval("#{sumy}")
                                              cz = eval("#{sumz}")
                                          
                                              px = cx / num
                                              py = cy / num
                                              pz = cz / num
                                          
                                              v.each do |vertex|
                                                p1 = [px, py, pz]
                                                p2 = vertex
                                                line = ents.add_line p1,p2
                                              end
                                          
                                            end
                                            sel.clear
                                          model.commit_operation
                                          
                                          

                                          Note: To test code above you can copy & paste it to one of this ruby consoles...
                                          http://renderizastudio.blogspot.com/2013/06/top-ruby-consoles-for-sketchup.html

                                          [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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                                          • renderizaR Offline
                                            renderiza
                                            last edited by

                                            With the help of Dan Rathbun the code was improved! Because string manipulation in Ruby can be slow he figured a way to do it without strings.

                                            Here is the new code...

                                              def csplit()
                                                #
                                                model = Sketchup.active_model
                                                ents = model.active_entities
                                                sel = model.selection
                                                faces = sel.grep(Sketchup;;Face)
                                                #
                                                model.start_operation('csplit')
                                                  #
                                                  faces.each do |face|
                                                    #
                                                    sum = Geom;;Point3d.new(0,0,0)
                                                    #
                                                    verts = face.vertices
                                                    n = verts.size.to_f
                                                    # use API Geom;;Point3d.+ instance method;
                                                    verts.each {|v| sum += ORIGIN.vector_to(v.position) }
                                                    #
                                                    avg = Geom;;Point3d.new( sum.x/n, sum.y/n, sum.z/n )
                                                    #
                                                    verts.each {|v| ents.add_line( avg, v ) }
                                                    #
                                                  end # each face
                                                  #
                                                model.commit_operation
                                                #
                                              rescue => e
                                                #
                                                puts "Error <#{e.class.name}; #{e.message} >"
                                                puts e.backtrace if $VERBOSE
                                                #
                                                model.abort_operation
                                                #
                                              else # when no errors;
                                                #
                                                sel.clear
                                                #
                                              end # csplit()
                                            
                                              csplit()
                                            
                                            

                                            If you have the time make sure to thank Dan...Cheers!

                                            [url=https://www.sketchupcode.com/:z3kqsidd]My Extensions ...[/url:z3kqsidd]

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