Manually construct a mesh
construct_mesh(
vertices,
indices,
normals = NULL,
norm_indices = NULL,
texcoords = NULL,
tex_indices = NULL,
material = material_list()
)
Nx3 matrix of vertex coordinates..
Nx3 integer matrix, where each row defines a triangle using the
vertices defined in vertices
.
Default NULL
. Nx3 matrix of normals.
Nx3 integer matrix, where each row defines the normal for a vertex using the
normals defined in normals
for the corresponding triangle in indices
.
Required to be the same number of rows as indices
.
Default NULL
. Nx2 matrix of texture coordinates.
Nx3 integer matrix, where each row defines the texture coordinates for a triangle
using the tex coords defined in texcoors
for the corresponding triangle in indices
.
Required to be the same number of rows as indices
.
Default material_list()
(default values). Specify the material of the object.
List containing mesh info.
if(run_documentation()) {
#Let's construct a mesh from the volcano dataset
#Build the vertex matrix
vertex_list = list()
counter = 1
for(i in 1:nrow(volcano)) {
for(j in 1:ncol(volcano)) {
vertex_list[[counter]] = matrix(c(j,volcano[i,j],i), ncol=3)
counter = counter + 1
}
}
vertices = do.call(rbind,vertex_list)
#Build the index matrix
index_list = list()
counter = 0
for(i in 1:(nrow(volcano)-1)) {
for(j in 1:(ncol(volcano)-1)) {
index_list[[counter+1]] = matrix(c(counter,counter+ncol(volcano),counter+1,
counter+ncol(volcano),counter+ncol(volcano)+1,counter + 1),
nrow=2, ncol=3, byrow=TRUE)
counter = counter + 1
}
counter = counter + 1
}
indices = do.call(rbind,index_list)
#Construct the mesh
volc_mesh = construct_mesh(vertices = vertices, indices = indices,
material = material_list(type="phong", diffuse="darkred",
ambient = "darkred", ambient_intensity=0.2))
#Rasterize the scene
rasterize_scene(volc_mesh, lookfrom=c(-50,230,100),fov=60,width=1200,height=1200,
light_info = directional_light(c(0,1,1)) |>
add_light(directional_light(c(1,1,-1))))
}
#> Setting `lookat` to: c(31.00, 144.50, 44.00)