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    [Plugin] triangulateFaces.rb v1.2 20101120

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    • 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 — 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

        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

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        • 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 — 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

            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

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            • thomthomT Offline
              thomthom
              last edited by

              That bit of code seem to work.

              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

                @thomthom said:

                That bit of code seem to work.

                It does work for the back_material but it doesn't map the front material's uvs...
                Try running it on a face with a hole in it and and materials front and back - both adjusted at angles/shear etc with Texture tool... Both materials are put back onto the now triangulated faces but the front material will be at its default settings...

                I can't see how to do it 😕

                TIG

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                • thomthomT Offline
                  thomthom
                  last edited by

                  Holes and sheared textures seems fine.

                  But, when I distort them, so the texture doesn't fit to a parallelogram, then it fails.
                  And that's excatly the conversation I've been having with Whaat a couple of days ago. That in order to sample textures which are distorted you need four points. Which leads to the question of PolygonMeshes: what do you do then, because if you just sample the UV from each point in the polygon you only get tree samples.

                  I wonder if PolygonMesh.uv_at(u,v) can be used though. The manual is not clear on this method. The description and example don't add up.

                  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

                    See what you mean - I had a distorted front face that failed...
                    if you have 4 ubs's how do we check ? 😕

                    TIG

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                    • TIGT Offline
                      TIG Moderator
                      last edited by

                      I have some thoughts... 💭
                      The original face's mesh has a number of points - 3 or more.
                      A texture usually has 3 uvs 'points'.
                      A distorted texture has 4 uvs 'points'.
                      How do these uvs 'points' relate to the mesh points ? If you give them the equivalent 'index' then they'll work until index=3...
                      A face made from the mesh always has 3 points, these relate to the mesh points in sets of 3 - but how do these tie back to the texture uvs 'points' ? The fourth one index=3 fails ???
                      How do we make an array to place the material that has this fourth pair of a 3D point and a uvs 'point' ? It must reflect the 'extra point' somehow ??

                      I shall sleep on it and see if the little-grey-cells come up with anything... ➡

                      TIG

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        For my UV plugins I have used the UVHelper to sample the points. What I did then was sample four points of the face's place - completely ignoring the face's vertices.

                        Maybe, for each face that's turned into a PolygonMesh, sample four points of the front and back. Then once converted into PolygonMesh, apply the sampled UV points to each of the polygon faces. That should work. All the created polygon faces are still on the old face's plane.

                        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

                          More ideas... let me sleep... zzzzzzzzzzzzz x 💭

                          TIG

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                          • TIGT Offline
                            TIG Moderator
                            last edited by

                            def triangulateFace(face)
                            ### if already a triangle leave alone...
                             if face.vertices[3]
                              mesh=face.mesh(3)
                              ents=face.parent.entities
                              mat=face.material
                              bac=face.back_material
                              ###
                              p0=face.vertices[0].position
                              p1=face.vertices[1].position
                              p2=face.vertices[2].position
                              p3=face.vertices[3].position
                              ### get uvs
                              tw=Sketchup.create_texture_writer
                              uv_helperF=face.get_UVHelper(true,false,tw)
                              uv_helperB=face.get_UVHelper(false,true,tw)
                              uf0=uv_helperF.get_front_UVQ(p0)
                              uf1=uv_helperF.get_front_UVQ(p1)
                              uf2=uv_helperF.get_front_UVQ(p2)
                              uf3=uv_helperF.get_front_UVQ(p3)
                              ub0=uv_helperB.get_back_UVQ(p0)
                              ub1=uv_helperB.get_back_UVQ(p1)
                              ub2=uv_helperB.get_back_UVQ(p2)
                              ub3=uv_helperB.get_back_UVQ(p3)
                              ###
                              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
                                  if mat
                                    e.position_material(mat,[p0,uf0, p1,uf1, p2,uf2, p3,uf3], true)
                                  end#if
                                  if bac
                                    e.position_material(bac,[p0,ub0, p1,ub1, p2,ub2, p3,ub3], false)
                                  end#if
                                end#if
                              }
                              face.erase!
                              grp.explode
                             end#if
                            end#def
                            

                            Seems to me that this should work... but it doesn't - Thomthom, any ideas 😕

                            TIG

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              
                              def triangulateFace(face)
                              ### if already a triangle leave alone...
                              if face.vertices[3]
                                mesh=face.mesh(3)
                                ents=face.parent.entities
                                mat=face.material
                                bac=face.back_material
                                ###
                              	# (TT)
                              	# Instead sampling vertices we sample points of the face's plane.
                              	# This is because we need four points, and some times a face only has tree vertices.
                              	# And we also get the wrong result if any of the first four vertices are co-linear.
                              	samples = []
                              	samples << face.vertices[0].position			 # 0,0 | Origin
                              	samples << samples[0].offset(face.normal.axes.x) # 1,0 | Offset Origin in X
                              	samples << samples[0].offset(face.normal.axes.y) # 0,1 | Offset Origin in Y
                              	samples << samples[1].offset(face.normal.axes.y) # 1,1 | Offset X in Y
                                ### get uvs
                                tw=Sketchup.create_texture_writer
                              	# (TT)
                              	uv_helper=face.get_UVHelper(true,true,tw) # (TT) Only need one UV Helper
                              	xyz = []
                              	uv_f = []
                              	uv_b = []
                              	samples.each { |position|
                              		# XYZ 3D coordinates
                              		xyz << position
                              		# UV 2D coordinates
                              		# Front
                              		uvq = uv_helper.get_front_UVQ(position)
                              		uv_f << flattenUVQ(uvq)
                              		# Back
                              		uvq = uv_helper.get_back_UVQ(position)
                              		uv_b << flattenUVQ(uvq)
                              	}
                                ###
                                grp=ents.add_group
                                grp.entities.fill_from_mesh(mesh, true, 0) # (TT) Adds the mesh without soft/smooth edges. (and faster)
                                grp.entities.each{|e|
                                  next unless e.class==Sketchup;;Face
                                    if mat
                              		# (TT)
                              		# Position texture.
                              		pts = []
                              		(0..3).each { |i|
                              			pts << xyz[i]
                              			pts << uv_f[i]
                              		}
                                      e.position_material(mat,pts, true)
                                    end#if
                                    if bac
                              		# (TT)
                              		# Position texture.
                              		pts = []
                              		(0..3).each { |i|
                              			pts << xyz[i]
                              			pts << uv_b[i]
                              		}
                                      e.position_material(bac,pts, false)
                                    end#if
                                }
                                face.erase!
                                grp.explode
                              end#if
                              end#def
                              # (TT)
                              # Get UV coordinates from UVQ matrix.
                              def flattenUVQ(uvq)
                              	return Geom;;Point3d.new(uvq.x / uvq.z, uvq.y / uvq.z, 1.0)
                              end
                              
                              

                              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

                                Thanks to CPhillips's inciteful ideas I have now made a 'joint' script called 'triangulateFaces.rb' which is attached. It uses CPhillips's triangulateFace(face) code [with a slight TIG addition for back_materials] and the TIG Plugin triangulateFaces(face_array)...
                                Originally 2009 (c) CPhillips* then (c) TIG** THEN (c) ThomThom ***
                                Script: triangulateFaces.rb
                                Code Usage: triangulateFace(face)*
                                Result: it triangulates a face... all Texture UVs are kept.
                                Plugin Usage: triangulateFaces(faces_array)**
                                Result: it triangulates faces in a selection...
                                v1.0
                                First Release: Def Code 'mesh' idea by CPhillips*,
                                retained back_materials added by TIG [failed] ###,
                                Plugin parts by TIG**. 20090729
                                v1.1
                                Rewritten entirely by TIG... THEN completely corrected by Thomthom (TT)!***
                                It now retains all Texture mapping successfully. 20091203
                                v1.2
                                Triangulated faces with 4 sides glitch fixed using intersection.
                                Get the latest version from here http://sketchucation.com/pluginstore?pln=triangulateFaces

                                TIG

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                                • TIGT Offline
                                  TIG Moderator
                                  last edited by

                                  Here's v1.1 http://forums.sketchucation.com/viewtopic.php?p=175613#p175613
                                  ☀
                                  Thanks to Thomtom's knowledge of uvs mapping etc it now successfully triangulates any face [even with holes like Swiss Cheese] and keeps the front AND back uv texture mapping as it was ! Thanks!

                                  TIG

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                                  • GaieusG Offline
                                    Gaieus
                                    last edited by

                                    Hi TIG,

                                    Would it be possible for the plugin to triangulate faces with a more "even" or "regular" triangles? After this topic, I thought maybe pre-triangulating the face on the ramp would spare some extra hand-work but it seems that the plugin triangulates the faces just exactly the same way native SU does when autofolding.


                                    TriangulateFaces.jpg


                                    TriangulateFaces.skp

                                    Gai...

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                                    • TIGT Offline
                                      TIG Moderator
                                      last edited by

                                      @gaieus said:

                                      Hi TIG,
                                      Would it be possible for the plugin to triangulate faces with a more "even" or "regular" triangles? After this topic, I thought maybe pre-triangulating the face on the ramp would spare some extra hand-work but it seems that the plugin triangulates the faces just exactly the same way native SU does when autofolding.

                                      TriangulateFaces uses the built-in SUp mesh making methods, which presumably match the auto-fold ones, hence the similarity.
                                      You might have noticed that my ExtendEdgesByRails script does produce a neat set of faces as that can't use the mesh methods directly but has to make up its own...
                                      Using EEbyRails is a MUCH simpler way of making a curved ramp - I've attached an example...EEbyRailsSimpleRamp1.pngEEbyRailsSimpleRamp2.pngEEbyRailsSimpleRamp.skp

                                      TIG

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                                      • GaieusG Offline
                                        Gaieus
                                        last edited by

                                        Thanks TIG for the examples - although my question was more a bit "academical" and theoretical - but at least I know why the two meshes are similar.

                                        Certainly the other twoo tools are also great and would probably fit more to this particular need - that moving of the face was just so simple method - too bad autofold screws it up.

                                        Gai...

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          @gaieus said:

                                          Certainly the other twoo tools are also great and would probably fit more to this particular need - that moving of the face was just so simple method - too bad autofold screws it up.

                                          This triangulation would be a separate plugin. It's just too specific. But I've been thinking of this myself. I often find I want such partitioning. It seems that it's usually long strip of a face where two of the sides runs parallel-ish to each other. So you want an edge to go between each opposite vertex. I've had it on my list of things to do - just not got around to it yet.

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

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                                          • A Offline
                                            alz
                                            last edited by

                                            Yeah, I agree -- having a more uniform triangulation method is preferred. It makes things a lot easier developing models if it's more uniformed and less "meet all at one point".

                                            With the current method, I have to spend time flip-flopping various divisions (and sometimes just recutting the face).

                                            😄

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