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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.

Download

64bit

0-ComputeNormals_b35.5_AnyCPU.zip
17 Jun, 2017 - 22:55
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!
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