subdivision3d {rgl} | R Documentation |
The Subdivision surface algorithm divide and refine (deform) a given mesh recursively to certain degree (depth). The qmesh3d algorithm consists of two stages: divide and deform. The divide step generates for each quad four new quads, the deform step drags the points (refinement step).
subdivision3d( x, ...) subdivision3d.qmesh3d( x, depth=1, normalize=FALSE, deform=TRUE, ... ) divide.qmesh3d(mesh, vb=mesh$vb, ib=mesh$ib ) normalize.qmesh3d(mesh) deform.qmesh3d(mesh,vb=mesh$vb,ib=mesh$ib)
x |
3d geometry mesh |
mesh |
3d geometry mesh |
depth |
recursion depth |
normalize |
normalize qmesh3d coordinates after division if deform is TRUE otherwise |
deform |
deform mesh after normalization |
ib |
vector of indices (i.e., which sets of vertices to combine into quads); 4xn matrix or equivalent vector |
vb |
vector of vertices: 4xn matrix (rows x,y,z,h) or equivalent vector, where h indicates scaling of each plotted quad |
... |
other arguments (unused) |
Generic subdivision surface method. Currently there exists an algorithm that can be applied on qmesh3d objects.
shade3d( subdivision3d( cube3d(), depth=3 ), color="red", alpha=0.5 )