User's Guide

Virtualwind SketchUp Plugin Tools   →   Correcting Geometry for Virtualwind

Correcting Geometry for Virtualwind

In the section on Creating Geometry, you learned how to proceed if you want to create geometry from scratch if you plan on using it in Virtualwind. 'Watertight geometry", and how it relates to the various types of Virtualwind Entities was also discussed. In this section, the scenario where the geometry you want to import into Virtualwind has already been created, and now you want to "correct" it will be introduced. "Correcting", in this context, has a very particular meaning: it means, "Turning non-watertight geometry into watertight geometry."

The Golden Rule of Watertight Geometry, presented in the Creating Geometry section, is centrally important here: it is at the heart of all the Watertightness Checking and Correction Tools. Every edge must be connected to exactly two faces. For a detailed discussion about this, see the Creating Geometry section, and especially the topic on Watertight Geometry.

This section will examine the suite of informational and correctional tools provided by the Virtualwind SketchUp Plugin to help you in correcting non-watertight geometries. The strategies you may want to keep in mind while performing a correction will be addressed. Also, some common problems you may come across when trying to correct models will be looked at. Some unpleasant realities about correcting geometry will be noted – and a recipe for bypassing correction altogether will be presented.

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