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    [Req] Check for N-Gons

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    • TIGT Offline
      TIG Moderator
      last edited by

      Remus
      Your current script finds all faces in the the active_entities - those in the current 'edit' session.
      Perhaps do that if selection.length==0, but do it on selection if >0 ?
      You could also do it on entities which would be all faces in the base model.
      To get absolutely all faces in the model and its definitions [components and groups] use

      
      faces=[]
      model=Sketchup.active_model
      model.entities.each{|e|faces<< e if e.class==Sketchup;;Face}
      model definitions.each{|d|d.entities.each{|e|faces<< e if e.class==Sketchup;;Face}}
      ### then test 'faces' array for 4-sidedness ones...
      
      

      It depends which faces you want to list - i.e. all or all-active or all-selected ???

      TIG

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      • soloS Offline
        solo
        last edited by

        Wondering out aloud.... so what then? you find the N-gons what do you do with them? divide them into triangles?

        http://www.solos-art.com

        If you see a toilet in your dreams do not use it.

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        • TIGT Offline
          TIG Moderator
          last edited by

          @solo said:

          Wondering out aloud.... so what then? you find the N-gons what do you do with them? divide them into triangles?

          My triangulateFaces or triangulateQuads already does that ?
          I expect he wants to find un-triangulated faces > quads for some other esoteric processing .................
          πŸ˜•

          TIG

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          • K Offline
            Khai
            last edited by

            actually to divide them into Quads (preferred) or Tris - I use Sketchup as a modeler for other programs you see, they prefer no N-Gons... (Mainly poser content)

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            • R Offline
              remus
              last edited by

              TIG, i realise the current script only works in the current context (in a group etc.), it was on purpose as i thought it was more useful than only being able to check the faces in the highest context.

              On another note, does entities not include faces, edges etc. that are within components? If so that would explain why khai was having trouble with it...

              http://remusrendering.wordpress.com/

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              • TIGT Offline
                TIG Moderator
                last edited by

                @remus said:

                TIG, i realise the current script only works in the current context (in a group etc.), it was on purpose as i thought it was more useful than only being able to check the faces in the highest context.

                On another note, does entities not include faces, edges etc. that are within components? If so that would explain why khai was having trouble with it...

                active_entities is everything in the current edit session - i.e. in the model or a group or component being edited.
                entities is everything in the model - as in model.entities but stops short of nested stuff so it lists all geometry, groups, instances etc.
                You also use entities for other containers like groups or component_definitions - e.g. group.entities and definition.entities. again these stop short of listing nested stuff.
                To find ALL entities you need to do my trick of iterating through the model.definitions and going through the entities of each definition...
                Remember too that if you are changing entities always use an array as in ents.to_a - changing entities as you ' each' loop through them leads to unpredictable results as the entities list constantly changes and so it becomes confused...

                TIG

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                • R Offline
                  remus
                  last edited by

                  Cheers for the explanation πŸ‘

                  http://remusrendering.wordpress.com/

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                  • K Offline
                    Khai
                    last edited by

                    presto reserectus!

                    http://forums.sketchucation.com/viewtopic.php?f=169&t=24681&p=247955#p247955

                    I'm wondering if this can be expanded now to highlight the Ngons? we're finding with Sculptis it rejects any faces with more than 4 faces....

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                    • R Offline
                      remus
                      last edited by

                      Try this in the webconsole. To be honest your probably better off using TIGs triangulate faces ruby, though...

                      model = Sketchup.active_model
                      entities = model.active_entities
                      selection = model.selection
                      
                      n = 0
                      
                      entities.each{|e|
                        if e.is_a? Sketchup;;Face
                          if e.edges.length > 4
                            n += 1
                            selection.add(e)
                          end      
                        end
                      }
                      
                      if n > 0
                        UI.messagebox("Contains N-Gons (Faces with >4 sides)")
                      else
                        UI.messagebox("N-gon free!")
                      end
                      

                      http://remusrendering.wordpress.com/

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                      • K Offline
                        Khai
                        last edited by

                        webconsole?

                        and I explained back in this thread.. I can't tri the mesh. I'm moving from here (I love the modeler!) to app that don't like things being totally tri's... so that ruby's no good to me.

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                        • R Offline
                          remus
                          last edited by

                          Webconsole is a handy little ruby that lets you run bits of ruby in SU without having to package it as a separate file. You can find it here: http://sketchuptips.blogspot.com/2007/08/plugin-webconsolerb.html

                          Just install it as usual, open SU, hit the appropriate menu item, copy and paste the code in and click run.

                          I'll get going on a normal version, but no promises. Its been a while since ive written a ruby.

                          http://remusrendering.wordpress.com/

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                          • R Offline
                            remus
                            last edited by

                            Ok, here you go.

                            Several improvements in v.3:
                            works over the entire model (in groups and components), thanks to TIGs handy little snippet.
                            Adds all N-gons to a new selection
                            Tells you how many N-Gons there are in the model
                            Added a Tri check which can be accessed by typing tri_check() in to the ruby console


                            ngon_check.rb

                            http://remusrendering.wordpress.com/

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                            • StinkieS Offline
                              Stinkie
                              last edited by

                              Thanks!

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                              • K Offline
                                Khai
                                last edited by

                                not working right.... it's reporting everything has 18 N-gons... even a cube.....

                                wish I could help 😞 but I'm no programmer 😞

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                                • R Offline
                                  remus
                                  last edited by

                                  Hmmm, most unusual. Working ok for me. Could you post a problem model?

                                  http://remusrendering.wordpress.com/

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                                  • K Offline
                                    Khai
                                    last edited by

                                    no point.. since even a simple six sided cube is reporting '18 Ngons' tho, if I add 3 Ngons... it reports '21 Ngons' !

                                    for some reason it's reporting 18 instead of 0....

                                    Edit

                                    Found the problem. it's checking all the entities in the scene. example : a new scene automatically has 18 Ngons = the default human figure.

                                    even deleting him, he registers in the Ngon check.. do a purge and remove him totally, it reports correctly...

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