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    PolygonMesh behavior

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    • thomthomT Offline
      thomthom
      last edited by

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

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      • S Offline
        soldatino
        last edited by

        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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        • thomthomT Offline
          thomthom
          last edited by

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

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          • S Offline
            soldatino
            last edited by

            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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            • thomthomT Offline
              thomthom
              last edited by

              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 — 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

                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

                  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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                  • thomthomT Offline
                    thomthom
                    last edited by

                    @soldatino said:

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

                    ❓

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

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                    • S Offline
                      soldatino
                      last edited by

                      @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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                      • thomthomT Offline
                        thomthom
                        last edited by

                        What are you doing? An exporter?

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

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                        • thomthomT Offline
                          thomthom
                          last edited by

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

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                          • S Offline
                            soldatino
                            last edited by

                            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

                              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

                                @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 😄
                                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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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @unknownuser said:

                                  @thomthom said:

                                  Think so - SU doesn't provide vertex normals.

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

                                  ?

                                  From the docs I see nothing that indicate vertex index. http://code.google.com/apis/sketchup/docs/ourdoc/polygonmesh.html#normal_at
                                  Saying that - it doesn't even say if it's polygon index.

                                  Tomaz: you got a working example?

                                  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:

                                    Toma**s**z: you got a working example?

                                    Yep. SU2TH 😄

                                    You have to extract a triangle indexes using
                                    tri_indexes=polygonmesh.polygon_at(mesh_index)
                                    and then
                                    normal0=tri.normal_at(tri_indexes[0]) normal1=tri.normal_at(tri_indexes[1]) normal2=tri.normal_at(tri_indexes[2])

                                    The docs are .... terribly bad, you know that you can't rely on them 😄

                                    Now you know how to use it and speed-up your plugins.

                                    EDITED. I was terribly wrong 😄 It is correct now.

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

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      I can't get it working...
                                      PolygonMeshNormals.png

                                      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

                                        Do not count_points, count_polygons instead.
                                        1 .. mesh.count_polygons
                                        then

                                        {
                                        tri_indexes=mesh.polygon_at(i)
                                        (0..2).each{|q| p mesh.normal_at(tri_indexes[q])}
                                        }
                                        

                                        EDIT.
                                        use mesh 7 to ensure you get also normals. Doc doesn't say what is a default flag.

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

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          But when you do 1 .. mesh.count_polygons you iterate over the polygons. And mesh.polygon_at(i) returns an array of point (vertex) indexes - which are the same indexes you get when you iterate mesh.count_points...

                                          ??

                                          PMIndex.png

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

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            @unknownuser said:

                                            EDIT.
                                            use mesh 7 to ensure you get also normals. Doc doesn't say what is a default flag.

                                            Ah! Yes - of course. Now I get normals.

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

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