change_polygon_bevel {raybevel}R Documentation

Change an existing polygon bevel's bevel profile.

Description

This function generates a beveled 3D polygon model from the modified straight skeleton with pre-existing polygons generated from the 'generate_beveled_polygon' function when 'return_skeleton_polygons = TRUE'.

Usage

change_polygon_bevel(
  skeleton_polygons,
  bevel_offsets = NULL,
  bevel_heights = NULL,
  set_max_height = FALSE,
  max_height = 1,
  vertical_offset = 0,
  base = TRUE,
  base_height = NA,
  raw_offsets = FALSE,
  raw_heights = FALSE,
  swap_yz = TRUE,
  progress = TRUE,
  sides = FALSE,
  double_sided = FALSE,
  scale_all_max = FALSE,
  material = material_list(),
  bevel_material = NA,
  verbose = FALSE
)

Arguments

skeleton_polygons

Default 'NULL'. A straight skeleton generated from the 'generate_beveled_polygon' function when 'return_skeleton_polygons = TRUE'.

bevel_offsets

Default 'NULL'. The offset(s) of the bevel.

bevel_heights

Default is set to 'bevel_offsets'. Numeric vector specifying the heights of the bevels. Must be of the same length as 'bevel_offsets'.

set_max_height

Default 'FALSE'. A logical flag that controls whether to set the max height of the polygon based on the 'max_height' argument.

max_height

Default '1'. The maximum height of the polygon.

vertical_offset

Default '0'. The vertical offset of the polygon.

base

Default 'TRUE'. A logical flag that controls whether to generate the bottom of the polygon.

base_height

Default 'NA'. Height of the base, defaulting to the 'min(bevel_heights) + vertical_offset' .

raw_offsets

Default 'FALSE'. A logical flag indicating whether the 'bevel_offsets' are already in raw format and do not need to be multiplied by the maximum time of the skeleton.

raw_heights

Default 'FALSE'. A logical flag indicating whether the 'bevel_heights' are already in raw format and do not need to be multiplied by the maximum time of the skeleton.

swap_yz

Default 'TRUE'. A logical flag that controls whether to swap the y and z coordinates in the resulting mesh. If 'TRUE', the y and z coordinates will be swapped.

progress

Default 'TRUE'. Whether to display a progress bar.

sides

Default 'FALSE'. A logical flag on whether to draw the sides. This will automatically be set to 'TRUE' if 'base = TRUE' and the 'base_height' is less than 'vertical_offset'.

double_sided

Default 'FALSE'. A logical flag that controls whether the polygon should be double-sided.

scale_all_max

Default 'FALSE'. If passing in a list of multiple skeletons with polygons, whether to scale each polygon to the overall max height, or whether to scale each max height to the maximum internal distance in the polygon.

material

Default 'material_list()'. Interface to set the color/appearance/material options for the resulting 'ray_mesh' mesh.

bevel_material

Default 'NA', uses the material specified in 'material'. Interface to set the color/appearance/material options for the resulting 'ray_mesh' bevel mesh.

verbose

Default 'FALSE'. A logical flag to control whether additional timing information should be displayed.

Value

A 3D mesh of the beveled polygon model.

Examples

# Skeletonize a complex {sf} object and set return_skeleton_polygons = TRUE in
# generate_beveled_polygon(). This returns skeleton object with polygons included, which
# allows for quickly generating 3D models with different bevels.
if(run_documentation()) {
  library(rayrender)
  library(rayvertex)
  us_states = spData::us_states
  cali = us_states[us_states$NAME == "California",]
  cali_skeleton = skeletonize(cali)
  plot_skeleton(cali_skeleton)
  # We add manual offsets to ensure that the polygon can be morphed all along its interior
  bevel = generate_bevel(manual_offsets = seq(0,1,by=0.01), max_height=0.5)
  bevel_model_cali = generate_beveled_polygon(cali_skeleton,
                                              bevel_offsets = bevel,
                                              return_skeleton_polygons = TRUE)

  bevel_new = change_polygon_bevel(bevel_model_cali,
                                   bevel_offsets = generate_bevel(max_height=0.5,
                                   bevel_end=0.5)) |>
    center_mesh()

  scene_base = xz_rect(xwidth=100,zwidth=100,
                       material=diffuse(color="grey20", checkercolor="white")) |>
    add_object(sphere(y=8,z=10,x=-3,material=light(intensity=100))) |>
    add_object(sphere(y=800,z=10,x=-3,radius=100,material=light(intensity=5)))

  raymesh_model(bevel_new, y=0.5, override_material = TRUE,
                material = diffuse(color="purple")) |>
    add_object(scene_base) |>
    render_scene(lookfrom=c(0,30,-10), sample_method = "sobol_blue",clamp_value = 10,
                 width=800,height=800,fov=0,ortho_dimensions=c(12,12))
}
# Change to a smooth bevel
if(run_documentation()) {
  new_bevel = generate_bevel("circular", bevel_start = 0, bevel_end=1)
  bevel_new = change_polygon_bevel(bevel_model_cali,
                                   bevel_offsets = new_bevel, solid ) |>
    center_mesh()
  raymesh_model(bevel_new, override_material = TRUE, y=1,material = diffuse(color="purple")) |>
    add_object(scene_base) |>
    render_scene(lookfrom=c(0,30,-10), sample_method = "sobol_blue",clamp_value = 10,
                 width=800,height=800,fov=0,ortho_dimensions=c(12,12))
}

# Make a complex bevel
if(run_documentation()) {
  complex_coords = generate_complex_bevel(
    bevel_type  = c("angled","flat", "angled", "flat"),
    bevel_start = head(seq(0,1,by=0.05),-1),
    bevel_end   = tail(seq(0,1,by=0.05),-1),
    overall_height = 1,
    angle = c(45,45,15,15),
    reverse = c(FALSE, FALSE,TRUE,TRUE),
    plot_bevel = TRUE
  )
  bevel_new = change_polygon_bevel(bevel_model_cali,
                                   bevel_offsets = complex_coords) |>
    center_mesh()
  raymesh_model(bevel_new, override_material = TRUE, y=1,material = diffuse(color="purple")) |>
    add_object(scene_base) |>
    render_scene(lookfrom=c(0,30,-20), sample_method = "sobol_blue",clamp_value = 10,
                 width=800,height=800,fov=0,ortho_dimensions=c(12,12))
}

# Quickly generate new bevels to inflate California like a balloon using the arctan function.
if(run_documentation()) {
  inflate_california = function(magnitudes) {
  for(val in magnitudes) {
    bevel_new = change_polygon_bevel(bevel_model_cali,
                                     bevel_heights = 1/2*atan(seq(0,val,length.out=100)),
                                     bevel_offsets = seq(0,1, length.out=100),
                                     base = TRUE) |>
      translate_mesh(c(-120.49,0,-38.72))
    raymesh_model(bevel_new, y = 0, override_material = TRUE,
                  material = glossy(color="darkred")) |>
      add_object(scene_base) |>
      add_object(sphere(x=-30,z=30,y=18,radius=30,material=light(color="white", intensity=5))) |>
      render_scene(lookfrom=c(-1, 28, -20.32), lookat=c(-1, 1.46, -2),
                   sample_method = "sobol_blue", clamp_value = 10,
                   width=800,height=800,fov=20,samples=256)
    }
  }
  inflate_california(c(1,4,16,64))
}

[Package raybevel version 0.1.3 Index]