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    Triangulation and Convex Polygons

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    • pilouP Offline
      pilou
      last edited by

      I have drawn a flat form like your. No Made any split !
      Export in OBJ format by Tig OBJ Exporter

      No Problem ! I have hole and only triangles in Wings3D for example! πŸ˜„
      I don't understand your little problem 😲

      tritri.jpg

      Frenchy Pilou
      Is beautiful that please without concept!
      My Little site :)

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      • M Offline
        mrapsouthern
        last edited by

        @Pilou Basically the exporter and 3rd party software I use cause the hole to be filled in. It looks like the OBJ exporter you used exported the underlying triangles defined by Sketchup.

        I can achieve the same by using a triangulation plugin prior to export.

        That is as far as I have got. As you have also shown, it works, but the issue is that the triangles are very skinny/narrow/spikey (however you want to describe them).

        I think this is as good as it can be, but the skinny triangles are not desirable. The only way to avoid them that I can see is to approximate the hole with fewr polygons, at it is the curves that cause the thin triangles.

        Thanks for your help. Further suggestions are welcome though.

        Cheers
        Alex

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        • thomthomT Offline
          thomthom
          last edited by

          what if... for each face with a hole in it one edge is drawn from the inner loop to the outer loop? (Even here there are cases where it could be difficult to do by script - for instance if there are multiple holes in the face.)

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

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          • M Offline
            mrapsouthern
            last edited by

            Got a solution in theory...

            What I need is a plugin that will allow me to select a face with one (or multiple) holes in it and then divide that face in some way so that there would be multiple faces without holes.

            i.e. for each hole in a face you only need to add two lines to split the face with 1 hole into 2 faces without holes.

            Similarly,
            a face with 2 holes requires 4 dividing lines and results in 3 faces with no holes.
            a face with 3 holes requires 6 dividing lines and results in 4 faces with no holes.
            a face with 4 holes requires 8 dividing lines and results in 5 faces with no holes.

            This solution would mean you can represent a complex geometry with holes without splitting the whole model into triangles.

            Is there anything already out there?

            Thanks
            Alex

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            • M Offline
              MattC
              last edited by

              Thomthom's idea should work great in case there is only one hole in a face, and if You make more vertices on the outside loop. The problem with 'spiky' triangles is that You have only 4 vertices to which the edges are drawn.

              Assume that You have two sets of points:
              [inner_vertices]
              [outer_vertices] - for example 25 points per rectangle side

              For every point from [inner_vertices] find closest point from [outer_vertices] and draw an edge between those two.

              (Possible problem) when two outer points have the same distance to inner point. Which point to choose ?

              Cheers
              Matt

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              • pilouP Offline
                pilou
                last edited by

                Can you post an image with result wished ?

                Frenchy Pilou
                Is beautiful that please without concept!
                My Little site :)

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                • thomthomT Offline
                  thomthom
                  last edited by

                  I was thinking one edge from inner to outer was enough - in order to reduce the number of faces.

                  But thinking of it more, ultimately everything breaks down to triangles, so if you have a polygonal face in SU - internally it'll be made up of many triangles. The same thing goes for any other software. So converting a face into it's internal triangles doesn't really make the model heavier - in terms of total number of triangles the graphic card needs to draw.

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

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                  • pilouP Offline
                    pilou
                    last edited by

                    Better to make a retoplogy in 3D party ?

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • M Offline
                      mrapsouthern
                      last edited by

                      Hi,

                      To update my previous post -

                      Any 1 face with ANY number of holes can be divided into 2 faces with no holes.

                      where the number of required dividing lines is defined by,

                      NumDividingLines = NumHoles + 1

                      please see the following diagram as illustration.

                      http://dl.dropbox.com/u/22511393/tmp3.png

                      Alex

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                      • gullfoG Offline
                        gullfo
                        last edited by

                        slightly off-topic:
                        http://gamma.cs.unc.edu/propagation/main.pdf
                        http://sketchucation.com/forums/viewtopic.php?t=36063

                        Glenn

                        http://www.runnel.com

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                        • M Offline
                          mrapsouthern
                          last edited by

                          @gullfo said:

                          slightly off-topic:
                          http://gamma.cs.unc.edu/propagation/main.pdf
                          http://sketchucation.com/forums/viewtopic.php?t=36063

                          It is off topic - but I am very familiar with that work - it's quite a coincidence you posted it....

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                          • gullfoG Offline
                            gullfo
                            last edited by

                            @mrapsouthern said:

                            http://dl.dropbox.com/u/22511393/tmp3.png

                            does the SU-Catt converter then create the correct output?

                            Glenn

                            http://www.runnel.com

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                            • gullfoG Offline
                              gullfo
                              last edited by

                              @mrapsouthern said:

                              It is off topic - but I am very familiar with that work - it's quite a coincidence you posted it....

                              i'm trying to re-work Jonathan's SU-ABEC to use ABEC 2.0 but it's tough because their model shifted a lot... http://www.jonsh.net/blog/?page_id=197

                              Glenn

                              http://www.runnel.com

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                              • M Offline
                                mrapsouthern
                                last edited by

                                Glenn,

                                Small world. I know Jonathan well also. Have we met?

                                Anyway, Yes, if the faces with holes are partitioned as shown the output of SU2CATT is interpreted correctly.

                                Cheers
                                A.

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                                • M Offline
                                  mac1
                                  last edited by

                                  Will merging vertices help?
                                  Your model reduced from 200+ to ~72


                                  example_mac1_2.jpg

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                                  • M Offline
                                    mrapsouthern
                                    last edited by

                                    Merging vertices looks like it helps for that case. I can't check it for multiple holes though right now. Thanks

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