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PolygonMesh behavior

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  • D Offline
    dvonhausen
    last edited by 5 Oct 2010, 19:01

    I am writing an obj exporter. I notice that the normals for each vertice from PolygonMesh is different depending on whether I first run Google's obj exporter using:
    "Sketchup::active_model.export(objFileName,false)"

    If I run my exporter without running Google's exporter, the normal for all the vertices of a face from PolygonMesh are the same which is just the normal for the face itself producing a faceted render.

    However, if I run my exporter after running Google's exporter on the same object, the normal for all the vertices of any face from PolygonMesh are different producing a smooth face. This tells me that Google's exporter takes into account smooth edges that are connected to a vertice when computing a normal for a vertice and stores it somewhere that PolygonMesh can assess but there is nothing in the doc to suggest this.

    Does anyone know why this is and where are the normals for vertices stored when exporting? Any doc or examples?

    Thanks

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    • T Offline
      thomthom
      last edited by 5 Oct 2010, 21:37

      This is odd...

      Are you saying that the face normal doesn't depend on the order which the vertices of the PolygonMesh is added?

      When you say it produces a smooth face - in SU? Or in the app that imports the OBJ you export?

      AFIK, the only way to smooth a PolygonMesh was to specify Soft+Smooth when you add the mesh to the model. I've not seen any methods of smoothing individual polygons in a mesh - though I'd very much like to have that control.

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

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      • M Offline
        mitcorb
        last edited by 5 Oct 2010, 22:20

        Pardon my eavesdropping, but exactly how would I visualize a vertex normal? I can visualize a face normal, even an edge normal under some conditions. Or is it sort of like a tesseract?

        I take the slow, deliberate approach in my aimless wandering.

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        • T Offline
          thomthom
          last edited by 6 Oct 2010, 06:15

          @mitcorb said:

          Pardon my eavesdropping, but exactly how would I visualize a vertex normal? I can visualize a face normal, even an edge normal under some conditions. Or is it sort of like a tesseract?

          I did that for Vertex Tools, I take the average normal of the faces connected to the vertex.

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

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          • A Offline
            AdamB
            last edited by 6 Oct 2010, 10:01

            @thomthom said:

            I did that for Vertex Tools, I take the average normal of the faces connected to the vertex.

            You're missing a step with your averaging there. You need to weight by the contribution each face connected to the vertex makes - ie weight by the interior angle otherwise a cube constructed of triangles will end up with vertex normals not all pointing out exactly at 45 degrees.

            Developer of LightUp Click for website

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            • S Offline
              soldatino
              last edited by 15 Nov 2010, 22:56

              I am sorry but I use this topic because it seems to be about my question.
              I make a solid using the help example for smooth surfaces (6 sides), then I push for the elevation, then I select all the object, then I apply Soften edges angle 79,0 degrees, and the edge appear soft.
              But if I get the normals at each point I read always (0, 0, 0), that is not a valid vector.
              Sorry, where I am wrong?

               
              for np in 1..numpol do
                vertices=mesh.polygon_at np
                numvrtx=vertices.length - 1
                for eachvrtx in 0..numvrtx do
                  x = mesh.point_at((vertices[eachvrtx]).abs).x*RatioPov
                  y = mesh.point_at((vertices[eachvrtx]).abs).y*RatioPov
                  z = mesh.point_at((vertices[eachvrtx]).abs).z*RatioPov
              
              
                  nx = mesh.normal_at (eachvrtx+1) #index is base 1
                  UI.messagebox(nx.to_s)
              

              r3nDer tools

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              • T Offline
                thomthom
                last edited by 16 Nov 2010, 07:20

                @soldatino said:

                I make a solid using the help example for smooth surfaces (6 sides

                Which example?

                @soldatino said:

                But if I get the normals at each point

                I think that .normal_at( index ) refer to the normal of a polygon - not point...

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

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                • S Offline
                  soldatino
                  last edited by 16 Nov 2010, 08:33

                  Error 404 (Not Found)!!1

                  favicon

                  (code.google.com)

                  but this is about points "particular index in the mesh."
                  Or it is for each face? In this case I have to calculate each angle between vertexes of adjacent faces?
                  Anyway the vector that I get is 0,0,0, but the faces have smooting in SU.
                  http://sketchup.google.com/support/bin/answer.py?hl=it&answer=114941
                  the procedure is explained in the yellow window..

                  r3nDer tools

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                  • T Offline
                    thomthom
                    last edited by 16 Nov 2010, 09:15

                    I think "particular index in the mesh." refer to the index of polygons.

                    @soldatino said:

                    Anyway the vector that I get is 0,0,0, but the faces have smooting in SU.

                    Normals in SketchUp does not relate the smoothing. Normals are always perpendicular to the face/polygon.

                    To find out of the mesh has smooth edges use PolygonMesh.polygon_at http://code.google.com/intl/it/apis/sketchup/docs/ourdoc/polygonmesh.html#polygon_at or PolygonMesh.polygons http://code.google.com/intl/it/apis/sketchup/docs/ourdoc/polygonmesh.html#polygons

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

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                    • S Offline
                      soldatino
                      last edited by 16 Nov 2010, 11:33

                      yes, thanks, pointing at the face I get the float values of the vector.
                      Now if it is a offset valid for all the points of each face, I have to find the common points of adjacent faces, and interpolate their offsets to get the vector for the points. A lot of work... do yo think it is right?

                      r3nDer tools

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                      • T Offline
                        thomthom
                        last edited by 16 Nov 2010, 11:37

                        Think so - SU doesn't provide vertex normals.
                        When I wrote Vertex Tools I have to work them out manually from the connected faces.

                        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 16 Nov 2010, 11:47

                          Look at a vertex.
                          Get its faces.
                          Get the normals of the faces [lets say there are 3 of them].
                          Combine the faces' normals [vectors] using v = v1 + v2 + v3
                          Now 'v' should be the combined-vector at that vertex [the vertex-normal?]...
                          Test it using entities.add_line(vertex.position,v.to_a)
                          which should draw a line at the vertex along the direction of the combined-vector 'v'...

                          TIG

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                          • S Offline
                            soldatino
                            last edited by 16 Nov 2010, 19:43

                            thomthom, TIG, thanks. I will attempt to write this in Ruby, even if I dont know much of this language, to do it with a post editor would be very easy, storing the array of all the normals of every face as comments within the ouput of the points ...

                            note: Vertex.used_by? in a loop of all connected faces ? waiting for the eternity...

                            r3nDer tools

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                            • T Offline
                              thomthom
                              last edited by 16 Nov 2010, 22:28

                              @soldatino said:

                              note: Vertex.used_by? in a loop of all connected faces ? waiting for the eternity...

                              ❓

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

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                              • S Offline
                                soldatino
                                last edited by 16 Nov 2010, 23:40

                                @thomthom said:

                                @soldatino said:

                                note: Vertex.used_by? in a loop of all connected faces ? waiting for the eternity...

                                ❓

                                I am worried because I think that with large model the time required will be huge.
                                Addictionally I would not repeat the calculation for the same point when the loop scans the already involved faces, but if I do not want to repeat I have to save an array for all the entities, containing normals already calculated, and to scan it also, which could be worse...

                                r3nDer tools

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                                • T Offline
                                  thomthom
                                  last edited by 17 Nov 2010, 07:10

                                  What are you doing? An exporter?

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

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                                  • T Offline
                                    thomthom
                                    last edited by 17 Nov 2010, 07:14

                                    <span class="syntaxdefault"><br />&nbsp;&nbsp;</span><span class="syntaxkeyword">for&nbsp;</span><span class="syntaxdefault">eachvrtx&nbsp;in&nbsp;0.</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">numvrtx&nbsp;</span><span class="syntaxkeyword">do<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">x&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">y</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;z&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">z</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br /></span>
                                    

                                    Change into this

                                    <span class="syntaxdefault"><br />&nbsp;&nbsp;</span><span class="syntaxkeyword">for&nbsp;</span><span class="syntaxdefault">eachvrtx&nbsp;in&nbsp;0.</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">numvrtx&nbsp;</span><span class="syntaxkeyword">do<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">pt&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">point_at</span><span class="syntaxkeyword">((</span><span class="syntaxdefault">vertices</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">eachvrtx</span><span class="syntaxkeyword">]).</span><span class="syntaxdefault">abs</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span class="syntaxdefault">x&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">pt</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">pt</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br />&nbsp;&nbsp;&nbsp;&nbsp;z&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">pt</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">z</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">RatioPov<br /></span>
                                    

                                    Should be a little bit faster.

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

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                                    • S Offline
                                      soldatino
                                      last edited by 17 Nov 2010, 08:55

                                      This is a part of my exporter to POV-Ray. Yes, now I apply your suggestion !

                                      r3nDer tools

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                                      • S Offline
                                        soldatino
                                        last edited by 17 Nov 2010, 09:20

                                        SenzaTitoloSTa.jpg

                                        17/11/2010 10:03:00
                                        //Ending at 17/11/2010 10:03:18

                                        17/11/2010 10:09:00
                                        //Ending at 17/11/2010 10:09:18

                                        28935 faces
                                        Later I will check on largest files...

                                        r3nDer tools

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                                        • T Offline
                                          tomasz
                                          last edited by 18 Nov 2010, 07:22

                                          @thomthom said:

                                          Think so - SU doesn't provide vertex normals.

                                          You are wrong Thomas!
                                          Check this :
                                          polygonmesh.normal_at(vertex_index)

                                          Soldatino, your exporter will work faster now πŸ˜„
                                          I think that is what you have been looking for, unless you want to do vertex welding.

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

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