insertAlongUV operation

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

uvSet float Number of texture coordinates set (integer number in [0,9]). The numbering corresponds to the texture layers of the material attribute, see also Texturing: Essential Knowledge.

filePath string File path of the geometry asset to insert. See Asset Search for information about search locations.

The remarks about supported asset formats for the i operation also apply here.

height float The height of the inserted geometry in the world coordinate system.

heightDirection selector

scope.yDefault. The height is projected along the scope's y axis. Use for example alignScopeToAxes or alignScopeToGeometry to adjust the y axis.
vertex.normal

The height is projected along (calculated) vertex normals of the current shape.

Vertex normals are always calculated from the geometry of the current shape; existing vertex normals are discarded. If faces are disconnected, duplicate vertices must be merged in order to compute vertex normals using adjacent face normals.

heightAlignment selector

alignPositionDefault. The asset is placed onto the current shape's faces.
keepPositionThe asset's position along the height dimension is placed relative to its origin.
insertAlongUV-mapping

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-cutting

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.

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.