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

    [Plugin] triangulateFaces.rb v1.2 20101120

    Scheduled Pinned Locked Moved Plugins
    97 Posts 21 Posters 109.1k Views 21 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
      CPhillips
      last edited by

      I needed the triangulation to prepare a model for export.

      Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?

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

        @tig said:

        @cphillips said:

        I needed the triangulation to prepare a model for export.

        Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?

        There is only a method to 'place material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method...

        Do you mean position_material? It takes a bool for front or back material

        http://code.google.com/apis/sketchup/docs/ourdoc/face.html#position_material

        1 Reply Last reply Reply Quote 0
        • I Offline
          ideas_arte
          last edited by

          Thanx really useful!

          where download? 😳

          1 Reply Last reply Reply Quote 0
          • J Offline
            Jim
            last edited by

            @ideas_arte said:

            where download?

            That's a valid question; it is not clear which version is the latest, and it is harder than necessary to locate the download.

            The download is about 5 posts before this one.

            Hi

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

              @cphillips said:

              I needed the triangulation to prepare a model for export.

              Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?

              There is only a method to 'position material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method ? ...

              TIG

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

                @cphillips said:

                @tig said:

                @cphillips said:

                I needed the triangulation to prepare a model for export.

                Thanks for incorporating it into your script TIG! Why is it that back facing UV's didn't work?

                There is only a method to 'place material textures on a face' - and that assumes a 'front_face' - there's no 'back_face' method...

                Do you mean position_material? It takes a bool for front or back material

                http://code.google.com/apis/sketchup/docs/ourdoc/face.html#position_material

                Duh! 😳 I'll adjust the code and re-post...

                TIG

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

                  There's something afoot... What I posted before worked - on keeping the front face texture mapping but not on the back_face... Now when I try it it fails to map both faces ? Any ideas - CPhillips's idea worked fine in tests but now seems to fail...

                  TIG

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

                    Post the code and I'll have a look. It might be the face.mesh(1). I think you need to use a different number when you want back uv's as well.

                    1 Reply Last reply Reply Quote 0
                    • honoluludesktopH Offline
                      honoluludesktop
                      last edited by

                      Hi TIG, Any way to convert this kind of mesh into its component triangles?


                      Drapery05.skp

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

                        @honoluludesktop said:

                        Hi TIG, Any way to convert this kind of mesh into its component triangles?

                        I wrote an example script a few weeks ago to do something like this... http://forums.sketchucation.com/viewtopic.php?p=186068#p186068 ❓

                        TIG

                        1 Reply Last reply Reply Quote 0
                        • honoluludesktopH Offline
                          honoluludesktop
                          last edited by

                          TIG, Thanks for the link, it works. Now I can make small edits to the (mesh?).

                          1 Reply Last reply Reply Quote 0
                          • jeff hammondJ Offline
                            jeff hammond
                            last edited by

                            @tig said:

                            Result: it triangulates a face... front Texture UVs are kept.

                            hey TIG,

                            if i run the script on this sphere, the UVs go haywire.
                            am i misunderstanding or misusing the script?
                            thanks

                            [edit] ok, wait.. i just read the rest of the thread and i guess this hasn't been sorted out ?


                            sorry about the size.. i guess i could of used a smaller texture πŸ™‚

                            dotdotdot

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

                              @unknownuser said:

                              @tig said:

                              Result: it triangulates a face... front Texture UVs are kept.

                              hey TIG,

                              if i run the script on this sphere, the UVs go haywire.
                              am i misunderstanding or misusing the script?
                              thanks

                              [edit] ok, wait.. i just read the rest of the thread and i guess this hasn't been sorted out ?

                              It's broken... the UV mapping was CJP's but it still needs fixing...

                              TIG

                              1 Reply Last reply Reply Quote 0
                              • jeff hammondJ Offline
                                jeff hammond
                                last edited by

                                @tig said:

                                It's broken... the UV mapping was CJP's but it still needs fixing...

                                ah, ok..
                                too bad πŸ˜„

                                [fwiw - i can manually triangulate the sphere using and everything turns out ok.. i guess this script is doing something other than just drawing lines to cut quads in half?]

                                dotdotdot

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

                                  @unknownuser said:

                                  @tig said:

                                  It's broken... the UV mapping was CJP's but it still needs fixing...

                                  ah, ok..
                                  too bad πŸ˜„

                                  [fwiw - i can manually triangulate the sphere using and everything turns out ok.. i guess this script is doing something other than just drawing lines to cut quads in half?]

                                  It triangulates the quads and tries to fix the UV mapping - obviously very badly !!!! CJP help! ❗

                                  TIG

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

                                    See this new script just for selected quad faces - it keeps UV mapping etc...
                                    http://forums.sketchucation.com/viewtopic.php?p=201025#p201025

                                    TIG

                                    1 Reply Last reply Reply Quote 0
                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      @tig said:

                                      Known Issues: Back Materials are kept, but these Texture UVs cannot be re-used;
                                      there's a Ruby Console warning message if this problem is found...
                                      Solution: use the front faces only for textures IF you might be triangulating later.

                                      Why is it that you can't preserve the UVs of the backfaces?

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

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

                                        We tried [CJP+me] but we couldn't get it to work - any ideas on fixing the whole issue of triangulation and keep UV mapping to front and back faces would be appreciated...

                                        TIG

                                        1 Reply Last reply Reply Quote 0
                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          hm... looking at the code:

                                          mesh=face.mesh(1)
                                          This will give you a PolygonMesh with only the FrontUV.

                                          mesh=face.mesh(3) will give you front and back.
                                          but you need to change this as well: uvs=mesh.uvs(true) true will give you set of front UVs, false will give you back UVs if you specified that in the .mesh method.

                                          I'm not quite sure I understand the purpose of this:
                                          outmesh = Geom::PolygonMesh.new faces.each{|f|outmesh.add_polygon(verts[f[0].abs-1],verts[f[1].abs-1],verts[f[2].abs-1])}
                                          Why create a new PolygonMesh? Rearranging the polygons?

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

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

                                            This was CJP's code...
                                            I've messed on with your ideas but can only get the front OR back UVs to work... how do I get both ? Here's the re-jigged code so far...

                                            def triangulateFace(face)
                                                mesh=face.mesh(3)
                                                verts=mesh.points
                                                ents=Sketchup.active_model.active_entities
                                                mat=face.material
                                                bac=face.back_material
                                                face.erase!
                                                grp=ents.add_group
                                                grp.entities.add_faces_from_mesh(mesh)
                                                grp.entities.each{|e|
                                                    if e.class==Sketchup;;Edge
                                                        e.smooth=false
                                                        e.soft=false           
                                                    elsif e.class==Sketchup;;Face
                                                      uva=verts.index(e.vertices[0].position)
                                                      uvb=verts.index(e.vertices[1].position)
                                                      uvc=verts.index(e.vertices[2].position)
                                                      if mat
                                                        uvsF=mesh.uvs(true)
                                                        e.position_material(mat, [verts[uva],uvsF[uva], verts[uvb],uvsF[uvb], verts[uvc],uvsF[uvc]], true)
                                                      end#if
                                                      if bac
                                                        uvsB=mesh.uvs(false)
                                                        e.position_material(bac,[verts[uva],uvsB[uva], verts[uvb],uvsB[uvb], verts[uvc],uvsB[uvc]], false)
                                                      end#if
                                                    end#if
                                                }
                                                grp.explode
                                            end#def
                                            

                                            TIG

                                            1 Reply Last reply Reply Quote 0
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 3 / 5
                                            • First post
                                              Last post
                                            Buy SketchPlus
                                            Buy SUbD
                                            Buy WrapR
                                            Buy eBook
                                            Buy Modelur
                                            Buy Vertex Tools
                                            Buy SketchCuisine
                                            Buy FormFonts

                                            Advertisement