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))
}