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The rgl Package - NexTag Supports Open Source Initiatives

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46 subdivision3d<br />

Examples<br />

open3d()<br />

particles3d( rnorm(100), rnorm(100), rnorm(100), color=rainbow(100) )<br />

# is the same as<br />

sprites3d( rnorm(100), rnorm(100), rnorm(100), color=rainbow(100),<br />

lit=FALSE, alpha=.2,<br />

textype="alpha", texture=system.file("textures/particle.png", package="<strong>rgl</strong>") )<br />

subdivision3d<br />

generic subdivision surface method<br />

Description<br />

<strong>The</strong> Subdivision surface algorithm divide and refine (deform) a given mesh recursively to certain<br />

degree (depth). <strong>The</strong> qmesh3d algorithm consists of two stages: divide and deform. <strong>The</strong> divide step<br />

generates for each quad four new quads, the deform step drags the points (refinement step).<br />

Usage<br />

subdivision3d( x, ...)<br />

## S3 method for class 'qmesh3d':<br />

subdivision3d( x, depth=1, normalize=FALSE, deform=TRUE, ... )<br />

divide.qmesh3d(mesh, vb=mesh$vb, ib=mesh$ib )<br />

normalize.qmesh3d(mesh)<br />

deform.qmesh3d(mesh,vb=mesh$vb,ib=mesh$ib)<br />

Arguments<br />

x<br />

mesh<br />

depth<br />

normalize<br />

deform<br />

ib<br />

vb<br />

3d geometry mesh<br />

3d geometry mesh<br />

recursion depth<br />

normalize qmesh3d coordinates after division if deform is TRUE otherwise<br />

deform mesh after normalization<br />

vector of indices (i.e., which sets of vertices to combine into quads); 4xn matrix<br />

or equivalent vector<br />

vector of vertices: 4xn matrix (rows x,y,z,h) or equivalent vector, where h indicates<br />

scaling of each plotted quad<br />

... other arguments (unused)<br />

Details<br />

Generic subdivision surface method. Currently there exists an algorithm that can be applied on<br />

qmesh3d objects.

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