Compute Normals
Author: | digitalwannabe |
Date: | 17 Jun, 2017 |
Category: | plugin |
Credits: | Credits: igl@ETH Zurich(http://igl.ethz.ch/), lichterloh. Also makes heavy use of Eigen and CGAL. |
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v1.0 initial
Description

Compute normals for triangulated surface meshes
ie pairs of vertices/indices sets.
- Face normals: one normal per face (=triangle) of the mesh
- Vertex normals: one (smooth) normal per vertex with different weighting options (area, angle,...)
- Corner normals: one normal per indexed triangle corner
This is basically a wrapper around libigl's(http://libigl.github.io/libigl/) functions to compute normals, more info here: http://libigl.github.io/libigl/tutorial/tutorial.html#normals
Installation Note:
Always copy the dependencies folder (+helpfiles) with the plugin!
Source Code:
The source code for the vvvv plugin as well as for the unmanaged "libigl_Normals.dll" can be found in my addonpack fork: https://github.com/digitalwannabe/vvvv-sdk/tree/develop/vvvv45/addonpack/src/nodes/plugins/3d/3dComputeNormals
Licenses:
All my code is MIT where possible; always happy about credit to digitalWannabe/lichterloh All code from libigl is MPL2
Note:
As this plugin is very useful for meshes generated by [tetgen](xref:contribution/tetgen), it will be included in it's next update. As such it will also be part of [d.o.p.e.](xref:contribution/d.o.p.e.), where it can help with shading deformed meshes correctly (-> next update)!
Note:
NOTE: this plugin is VERY alpha, ie mainly untested, please report your findings!