sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    Issues with a simple material copy raycast script

    Scheduled Pinned Locked Moved Developers' Forum
    25 Posts 2 Posters 7.0k Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • C Offline
      chanz
      last edited by

      @tig said:

      In my earlier version, if I make the to textured and project it onto a lower surface the top one's UV mapping is repeated on the lower surface.
      So I know it works.
      You just need to swap top/bottom properly to apply to you own chosen set up...

      If you use a blank face's UV mapping you won't get what's on the UV-mapped face...

      Try it with just a few facets first...

      Maybe I'm having trouble understanding. I'll use the script you posted and the test model I posted. What was your exact process to get the UVs on the top model looking like the original on the bottom? Maybe our process is just different. I assumed you used the test model I uploaded?

      1 Reply Last reply Reply Quote 0
      • TIGT Offline
        TIG Moderator
        last edited by

        I can see some issues, BUT you need to clarify what face's texture you are copying with UVs and onto which face you apply them...

        TIG

        1 Reply Last reply Reply Quote 0
        • C Offline
          chanz
          last edited by

          @tig said:

          I can see some issues, BUT you need to clarify what face's texture you are copying with UVs and onto which face you apply them...

          Maybe I'm just explaining it wrong, but I don't know how to be more clear about what I'm after. I have uploaded a few pictures about what I'm after as well as a model which allows me to test.

          In the model I have the original on the bottom and the recreated mesh on the top. I want the textures and UVs of the faces on the bottom to be copied to the untextured model above.

          Sorry. Maybe I'm just misunderstanding what you're asking.

          Thanks for being patient.

          1 Reply Last reply Reply Quote 0
          • TIGT Offline
            TIG Moderator
            last edited by

            I think this code does what you want.

            I have used your original conventions...
            The upper faces are the un-textured ones and the lower faces are textured.
            Each of the upper faces centroids now casts a ray downwards, and if it hits a lower face then the material from the lower face is applied onto the upper face, using the lower face's UV mapping.
            We can't be 100% sure that the ray will always hit a face below, because the upper and lower faces are different shapes etc, so if the ray hits a lower edge rather than a lower face, then there's no face to get a material from - so in that case a lower face belonging to that lower edge is found and used in lieu - that way we never have a 'blank' face in the upper set.
            Because the faces differ in some places the UV mapping can look a little odd on occasion...

            ### CopyBelowMaterials.rb
            ### by Chanz
            require 'sketchup.rb'
            ###
            module DAN
              ###
              def self.copymaterials()
                model=Sketchup.active_model
                ents=model.active_entities
                #ss=model.selection ### use selected UNtextured [upper] faces to speed it up
                faces = ents.grep(Sketchup;;Face)
                #faces = ss.grep(Sketchup;;Face) ### use selected UNtextured faces to speed it up
                ###
                return nil unless faces[0]
                ###
                begin
                  model.start_operation("DAN.copymaterials", true)
                rescue
                  model.start_operation("DAN.copymaterials")
                end
                ###
                faces.each {|face|
                  rayt = model.raytest(c=self.find_centroid(face), Z_AXIS.reverse)
            			### UPPER >>> LOWER
                  if rayt
                    f = rayt[1].grep(Sketchup;;Face)[0]
            				unless f
            				  f = nil
            				  e = rayt[1].grep(Sketchup;;Edge)
            					f = e[0].faces[0] if e
            				end
            				self.process_face(face, f) if f ### UPPER >>> LOWER
                  end
                }
                ###
                model.commit_operation
                ###
              end
            
              # Finds an adjusted point, so we won't raycast down to an edge ;) HOPEFULLY
              ### OK if triangulated...
              ### BUT IF the face is L shaped the centroid might not fall on it !!!
              def self.find_centroid(face)
                vertices=face.vertices
                vertices[vertices.length]=vertices[0]
                centroid=Geom;;Point3d.new()
                a_sum=0.0
                y_sum=0.0
                x_sum=0.0
                for i in (0...vertices.length-1)
                  temp=(vertices[i].position.x*vertices[i+1].position.y)-(vertices[i+1].position.x*vertices[i].position.y)
                  a_sum+=temp
                  x_sum+=(vertices[i+1].position.x+vertices[i].position.x)*temp
                  y_sum+=(vertices[i+1].position.y+vertices[i].position.y)*temp
                end###for
                centroid.x=x_sum/(3*a_sum)
                centroid.y=y_sum/(3*a_sum)
                centroid.z=face.bounds.min.z
                return centroid
              end
             
              # NOTE; face_upper is in the model.ents||selection, face_lower is the TEXTURED face the raytest hit
              def self.process_face(face_upper, face_lower)
                ###
                texture_writer=Sketchup.create_texture_writer
                ###
                if face_lower.material && ! face_lower.material.texture
                  ### paint the plain material if it exists but it has no texture
                  face_upper.material=face_lower.material
                elsif face_lower.material ### A material and it has a texture...
                  # Sample the UVs from LOWER face
                  samples = []
                  samples << face_lower.vertices[0].position             ### 0,0 | Origin
                  samples << samples[0].offset(face_lower.normal.axes.x) ### 1,0 | Offset Origin in X
                  samples << samples[0].offset(face_lower.normal.axes.y) ### 0,1 | Offset Origin in Y
                  samples << samples[1].offset(face_lower.normal.axes.y) ### 1,1 | Offset X in Y
                  xyz = [];uv = [] ### Arrays containing 3D and UV points.
                  uvh = face_lower.get_UVHelper(true, true, texture_writer)
                  samples.each { |position|
                    xyz << position ### XYZ 3D coordinates
                    uvq = uvh.get_front_UVQ(position) ### UV 2D coordinates
                    uv << self.flattenUVQ(uvq)
                  }
                  pts = [] ### Position texture.
                  (0..3).each { |i|
                    pts << xyz[i]
                    pts << uv[i]
                  }
                  # Set the position for textured material from face_upper onto face_lower front
                  face_upper.position_material(face_lower.material, pts, true)
                end
                ###
              end
             
              ### Get UV coordinates from UVQ matrix.
              def self.flattenUVQ(uvq)
                return Geom;;Point3d.new(uvq.x / uvq.z, uvq.y / uvq.z, 1.0)
              end
             
              ###
              ### menu
              unless file_loaded?(__FILE__)
                menu=UI.menu("Plugins").add_submenu("Copy Materials...")
                menu.add_item("To Nearest Below"){self.copymaterials()}
              end
              file_loaded(__FILE__)
            	
            end
            

            TIG

            1 Reply Last reply Reply Quote 0
            • C Offline
              chanz
              last edited by

              Thanks again for the reply TIG. Unfortunately, I see the same issues. To verify it wasn't the small differences in faces from DropVertices, I made a copy of the bottom textured model and moved it directly above. I removed the top materials and then ran the script. UV issue is still there. Have you actually downloaded the file and run this script with the top mesh faces selected? Have you seen the UV issues or did it look okay for you? Honestly, I guess I will just give up at this point.

              I have figured out another sort of workaround where I make a sandbox mesh above the original, run this script we wrote (which does perfectly with the texture and UVs when the raycast is from a flat surface), then use UVToolkit to save the UVs, then drop the vertices and then restore the UVs. It works. A few extra steps but this script has been enough of a headache.

              Regardless, thanks for your help.

              1 Reply Last reply Reply Quote 0
              • 1
              • 2
              • 2 / 2
              • First post
                Last post
              Buy SketchPlus
              Buy SUbD
              Buy WrapR
              Buy eBook
              Buy Modelur
              Buy Vertex Tools
              Buy SketchCuisine
              Buy FormFonts

              Advertisement