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MeshSubsetEngine

Extract a mesh subset based on selected vertices

Templates:

  • Vec3d

Target: Sofa.Component.Engine.Select

namespace: sofa::component::engine::select

parents:

  • DataEngine

Data:

Name Description Default value
name object name unnamed
printLog if true, emits extra messages at runtime. 0
tags list of the subsets the objet belongs to
bbox this object bounding box
componentState The state of the component among (Dirty, Valid, Undefined, Loading, Invalid). Undefined
listening if true, handle the events, otherwise ignore the events 0
Inputs
inputPosition input vertices
inputEdges input edges
inputTriangles input triangles
inputQuads input quads
indices Index lists of the selected vertices
Outputs
position Vertices of mesh subset
edges edges of mesh subset
triangles Triangles of mesh subset
quads Quads of mesh subset

Links:

Name Description
context Graph Node containing this object (or BaseContext::getDefault() if no graph is used)
slaves Sub-objects used internally by this object
master nullptr for regular objects, or master object for which this object is one sub-objects

Examples

Component/Engine/Select/MeshSubsetEngine.scn

<?xml version="1.0"?>
<Node   name="root" gravity="0 -1 0" dt="0.05"  >
    <RequiredPlugin name="Sofa.Component.Engine.Select"/> <!-- Needed to use components [BoxROI MeshSubsetEngine] -->
    <RequiredPlugin name="Sofa.Component.IO.Mesh"/> <!-- Needed to use components [MeshOBJLoader] -->
    <RequiredPlugin name="Sofa.Component.Setting"/> <!-- Needed to use components [BackgroundSetting] -->
    <RequiredPlugin name="Sofa.Component.Visual"/> <!-- Needed to use components [VisualStyle] -->
    <RequiredPlugin name="Sofa.GL.Component.Rendering3D"/> <!-- Needed to use components [OglModel] -->

    <VisualStyle displayFlags="showBehaviorModels showForceFields" />
    <BackgroundSetting color="1 1 1"/>
    <DefaultAnimationLoop/>

    <MeshOBJLoader name="loader" filename="mesh/dragon.obj" />
    <BoxROI name="boxroi" template="Vec3" position="@loader.position" box="-15 0 -5 0 10 5" drawBoxes="1"/>
    <MeshSubsetEngine name="engine" inputPosition="@loader.position" inputTriangles="@loader.triangles" inputQuads="@loader.quads" indices="@boxroi.indices"/>

    <MeshOBJLoader name="meshLoader_0" filename="mesh/dragon.obj" handleSeams="1" />
    <OglModel name="Original Mesh (red)" src="@meshLoader_0" color="1 0 0 0.4" dz="0" />
    <OglModel name="Subset Mesh (blue)" position="@engine.position" triangles="@engine.triangles" quads="@engine.quads" color="0 0.4 1 1"  />

</Node>
def createScene(rootNode):

    root = rootNode.addChild('root', gravity="0 -1 0", dt="0.05")
    root.addObject('RequiredPlugin', name="Sofa.Component.Engine.Select")
    root.addObject('RequiredPlugin', name="Sofa.Component.IO.Mesh")
    root.addObject('RequiredPlugin', name="Sofa.Component.Setting")
    root.addObject('RequiredPlugin', name="Sofa.Component.Visual")
    root.addObject('RequiredPlugin', name="Sofa.GL.Component.Rendering3D")
    root.addObject('VisualStyle', displayFlags="showBehaviorModels showForceFields")
    root.addObject('BackgroundSetting', color="1 1 1")
    root.addObject('DefaultAnimationLoop')
    root.addObject('MeshOBJLoader', name="loader", filename="mesh/dragon.obj")
    root.addObject('BoxROI', name="boxroi", template="Vec3", position="@loader.position", box="-15 0 -5 0 10 5", drawBoxes="1")
    root.addObject('MeshSubsetEngine', name="engine", inputPosition="@loader.position", inputTriangles="@loader.triangles", inputQuads="@loader.quads", indices="@boxroi.indices")
    root.addObject('MeshOBJLoader', name="meshLoader_0", filename="mesh/dragon.obj", handleSeams="1")
    root.addObject('OglModel', name="Original Mesh (red)", src="@meshLoader_0", color="1 0 0 0.4", dz="0")
    root.addObject('OglModel', name="Subset Mesh (blue)", position="@engine.position", triangles="@engine.triangles", quads="@engine.quads", color="0 0.4 1 1")