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    Face pointing towards the camera?

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    • M Offline
      MartinRinehart
      last edited by

      Sounds complicated. How about:

      ` center = face.bounds.center
      edge1 = camera.eye to center
      edge2 = camera.eye to (center + face.normal)

      edge1 longerThan edge2 ? outside : inside`

      This fails in the special case when camera's line-of-sight is nearly parallel to face's plane.

      Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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      • Chris FullmerC Offline
        Chris Fullmer
        last edited by

        Heh, I like that method Martin. I think the logic is sound. Should be simple to implement also, which is always welcome!

        Chris

        Lately you've been tan, suspicious for the winter.
        All my Plugins I've written

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        • thomthomT Offline
          thomthom
          last edited by

          @martinrinehart said:

          Sounds complicated. How about:

          ` center = face.bounds.center
          edge1 = camera.eye to center
          edge2 = camera.eye to (center + face.normal)

          edge1 longerThan edge2 ? outside : inside`

          This fails in the special case when camera's line-of-sight is nearly parallel to face's plane.

          That will tell if the face is pointing frontside or backside towards the camera?

          This seems to work without any special cases.

          
          t = ph.transformation_at(index)
          n = picked.normal.transform(t).normalize
          c = Sketchup.active_model.active_view.camera.direction
          m = (c % n > 0) ? e.back_material ; e.material
          
          

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

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          • Chris FullmerC Offline
            Chris Fullmer
            last edited by

            face = Sketchup.active_model.selection[0] cam = Sketchup.active_model.active_view.camera.eye e1 = cam.vector_to(face.bounds.center) e2 = e1 + (face.normal) (e1.length > e2.length) ? (puts "front") : (puts "back")

            That is the method Martin outlined. I don't know about the transformation. I guess you would have to figure that in on your own. Is it because the InpointPoint returns the un-transformed normal for a face?

            Chris

            Lately you've been tan, suspicious for the winter.
            All my Plugins I've written

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            • thomthomT Offline
              thomthom
              last edited by

              InputPoint only returns entities. So when I pick a face I only get the normal via face.normal, which is the local normal.

              But PickHelper.transformation_at(index) returns the complete global transformation for the entity.

              only thing is - I need to test what happends when I'm inside an open group/component, but pick from something outside the current context. (if that's at all possible)

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

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              • Chris FullmerC Offline
                Chris Fullmer
                last edited by

                Yikes, good luck. This seems to go back to the complaint that SU does not like to traverse through the heirarchy backwards like this.

                Lately you've been tan, suspicious for the winter.
                All my Plugins I've written

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                • thomthomT Offline
                  thomthom
                  last edited by

                  Turns out - there isn't a problem. The PickHelper doesn't pick anything but what's in the currently open context.

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

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                  • AdamBA Offline
                    AdamB
                    last edited by

                    @martinrinehart said:

                    Sounds complicated. How about:

                    ` center = face.bounds.center
                    edge1 = camera.eye to center
                    edge2 = camera.eye to (center + face.normal)

                    edge1 longerThan edge2 ? outside : inside`

                    This fails in the special case when camera's line-of-sight is nearly parallel to face's plane.

                    But thats much more work than a dot product. Your turning an orientation problem into something its not.

                    Developer of LightUp Click for website

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                    • Chris FullmerC Offline
                      Chris Fullmer
                      last edited by

                      Interesting Thom. So how do people make tools that select entities outside the current editing level? Can you use the inputpoint class to succesfully return entities outside the current editing level? This is something I really never work with, in case you couldn't tell!

                      Chris

                      Lately you've been tan, suspicious for the winter.
                      All my Plugins I've written

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        I'm not sure if you can. I think that when the user digs into groups/components it narrows the available scope.
                        Though this is not something I've explored, as I've never needed to do this.

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

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                        • M Offline
                          MartinRinehart
                          last edited by

                          @adamb said:

                          But thats much more work than a dot product. Your turning an orientation problem into something its not.

                          I'm not seeing how a dot product solves the problem. Could you articulate or maybe Sketch something Up?

                          Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            The result of the dot product can be used to determine if its the front or back side pointing towards the camera.

                            t = ph.transformation_at(index) n = picked.normal.transform(t).normalize # global vector orientation c = Sketchup.active_model.active_view.camera.direction m = (c % n > 0) ? e.back_material : e.material

                            If the dot product is positive then the backface is facing the camera, otherwise it's the front side.

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

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                            • M Offline
                              MartinRinehart
                              last edited by

                              @thomthom said:

                              The result of the dot product can be used to determine if its the front or back side pointing towards the camera.

                              t = ph.transformation_at(index) n = picked.normal.transform(t).normalize # global vector orientation c = Sketchup.active_model.active_view.camera.direction m = (c % n > 0) ? e.back_material : e.material

                              If the dot product is positive then the backface is facing the camera, otherwise it's the front side.

                              Who is ph? Who is picked?

                              Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                ph is the PickHelper I used and picked is the face picked.

                                It was taken from my test code.

                                this is a more condensed sample:
                                back_side = camera.direction % global_face_normal > 0

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

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                                • T Offline
                                  tomasz
                                  last edited by

                                  @thomthom said:

                                  Any clues to how to determine that?

                                  Check my FrontFace.
                                  I just compare normals. The global transformation problem is solved by shooting a ray. That allows you to get an array of all parents of a face.

                                  Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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