insertAlongUV operation

Syntax

insertAlongUV(uvSet, filePath, height)

insertAlongUV(uvSet, filePath, height, heightDirection, heightAlignment)

Parameters

Description

Reads a geometry asset (3D model, polygon mesh) from a file and inserts it along the current shape's uv coordinates by mapping the width and depth of the asset to the chosen uv-set. Specifically,

  • the x-span of the asset is mapped to u in [0,1] and is repeated,
  • the z-span is mapped to -v,
  • the y-span is set to the chosen height parameter.
insertAlongUV-mapping

The asset is cut and bent to a new geometry that fits into the uv space of the initial shape.

On a shape with a uv-set assigned, use split and texturing operations such as normalizeUV, rotateUV, and scaleUV to setup the uvs according to your needs.

insertAlongUV-cutting

The asset is only mapped onto triangles and quads of the current shape.

Notes

Related

Examples

Streets

insertAlongUV-barrier-and-street
insertAlongUV-barrier-on-street
	
	
const width  = assetInfo("barrier.obj", sx)
const height = assetInfo("barrier.obj", sy)

Street --> split(v, unitSpace, 0) {
               width : InsertBarrier |
               ~1    : Street.       |
               width : InsertBarrier |
               ~1    : Street.       |
               width : InsertBarrier }
	           
InsertBarrier -->
    rotateUV(0, 90)
    normalizeUV(0, u, collectiveAllFaces)
    insertAlongUV(0, "barrier.obj", height)
	
A road barrier asset is inserted along the uv coordinates of street shapes.


insertAlongUV-barrier-2
If the asset is oriented with x corresponding to the u direction, rotateUV() is not necessary, and the following changes produce the same result as above.
const width = assetInfo("barrier.obj", sz)
	           
InsertBarrier -->
    normalizeUV(0, u, collectiveAllFaces)
    insertAlongUV(0, "barrier.obj", height)
	


insertAlongUV-guardrail-and-street
const width  = assetInfo("guardrail.obj", sx)
const height = assetInfo("guardrail.obj", sy)
const depth  = assetInfo("guardrail.obj", sz)

Street -->
    alignScopeToAxes(y)
    split(v, unitSpace, 0) { depth : rotateUV(0, 180)
                                     InsertGuardrail
                           |    ~1 : NIL
                           | depth : InsertGuardrail }

InsertGuardrail -->
    normalizeUV(0, v, collectiveAllFaces)
    tileUV(0, ~width, 0)
    insertAlongUV(0, "guardrail.obj", height)
	
Using alignScopeToAxes(y) ensures that the guard rail asset remains vertical as it is inserted along the uv coordinates of uphill street shapes. tileUV causes the asset to repeat.

Repeating geometries

insertAlongUV-spheres
Example1 --> split(u, uvSpace, 0) { '0.25 :
             split(v, uvSpace, 0) { '0.25 :
                 s('1, 2.5, '1)
                 i("sphere.obj")
                 Sphere.
             }* }*

Example2 --> scaleUV(0, 4.0, 4.0)
             insertAlongUV(0, "sphere.obj", 2.5)
             setNormals(auto)
	
A planar shape is split along its uv coordinates, and a sphere asset is inserted at each split node. A similar result can be achieved by transforming the uv coordinates and inserting the sphere asset along the uv coordinates. In contrast to the first example, only one leaf shape is created.


insertAlongUV-trunks
Lot -->
    setupProjection(0, scope.zx, '0.25, '0.25)
    projectUV(0)
    [ texture("builtin:uvtest.png") Texture. ]
    insertAlongUV(0, "Orange_Tree_Analytical_0.obj", 25)
    comp(g) { 0 : set(material.opacity, 0.1)
                  Foliage. |
              1 : Trunk. } 
	
A tree model is inserted per uv-range, and its trunk is extracted using a component split.

Curved surfaces

insertAlongUV-curved-windows-on-cylinder
	
	
const asset = "windowAligned.obj"
const sy    = assetInfo(asset, sy)
const sx    = assetInfo(asset, sx)
const sz    = assetInfo(asset, sz)

Lot -->
    primitiveCylinder(32, 2, 4)
    comp(f) { side = Side | all = Endcaps. }
	
Side -->
    split(u, unitSpace, 0) { sx : Split | ~1.5 : Wall. }*
           
Split -->
    split(y) { ~1: Wall. | sz: Window | ~1: Wall. }

Window -->
    normalizeUV(0, uv, collectiveAllFaces)
    insertAlongUV(0, asset, sy, vertex.normal, keepPosition)
    color("#804000")
	
The insertAlongUV operation can also be used to create curved windows. By using the vertex.normal option, the window asset curves around the cylinder. The keepPosition option places the asset relative to its origin.


insertAlongUV-circles-on-sphere
Sphere -->
    primitiveSphere()
    scaleUV(0, 10, 10)
    split(y) { ~1 : insertAlongUV(0,  "pyramid.obj",   0.5,
                        vertex.normal, alignPosition)
                    color(1,0.5,0.5)
                    Pyramids.
             | ~1 : insertAlongUV(0, "circles2D.obj",  0,
                        vertex.normal, alignPosition)
                    color(0.5,1,0.5)
                    Circles2D.
             | ~1 : insertAlongUV(0, "circles3D.obj", -0.5,
                        vertex.normal, alignPosition)
                    color(0.5,0.5,1) 
                    Circles3D. }
	
In this example, both 2D and 3D assets are repeatedly inserted on a curved surface. Note that the height parameter is set to positive, zero, and negative values.

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