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    [Plugin] triangulateFaces.rb v1.2 20101120

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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 β€” 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 β€” 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 πŸ˜•

              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 β€” 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 ? πŸ˜•

                  TIG

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                  • TIGT Offline
                    TIG Moderator
                    last edited by

                    I have some thoughts... πŸ’­
                    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... ➑

                    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 β€” 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 πŸ’­

                        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 πŸ˜•

                          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 β€” 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
                                β˜€
                                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 β€” 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).

                                          πŸ˜„

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                                          • W Offline
                                            Woz2007
                                            last edited by

                                            @tig said:

                                            ###,
                                            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

                                            [attachment=0:kz9i3jbr]<!-- ia0 -->triangulateFaces.rb<!-- ia0 -->[/attachment:kz9i3jbr]

                                            Im using this & seeing the UV mapping failing...is this the latest version?!

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