Skip to main content

Triangular Meshes

Right-click commands for Triangular Meshes in the Data Tree.

Source resources: IDR_DT_MESH_ITEM, IDR_DT_MESHGROUP.

Item Context Menu

Right-click an individual triangular meshe in the Data Tree.

Actions

  • Navigate To — Navigate to the item in the 3D view (ID_POPUP_ITEM_GOTO)
  • Set As Active — Activate the current object to access its entended menu. (ID_PCLPOPUP_MAKEACTIVE)
  • Toggle Visibility — Toggle visibility (ID_VISIBILITY_HIDDEN)
  • Group — Group the selected items into a single project tree entry. (ID_PROJEXP_GROUP)
  • Ungroup — Ungroup the selected group, restoring its contents to the parent. (ID_PROJEXP_UNGROUP)
  • Duplicate — Create a duplicate copy of this mesh in the project. (ID_MESH_DUPLICATE)
  • Export — Export this mesh to a file in a chosen format. (ID_MESH_EXPORT)
  • Reload Original — Reload the mesh from its original source file, discarding edits. (ID_MESH_RELOADMESH)
  • Mark As Modified — Flag this mesh as modified so changes are tracked for saving. (ID_MESH_FLAGASEDITED)
  • Delete — Delete this mesh from the project. (ID_POPUP_ITEM_DELETE)
  • Refresh Object Tree — Refresh this mesh's entry in the project tree. (ID_MESH_REFRESHTREE)
  • Reveal In Explorer — Open the folder containing the mesh's source file in Windows Explorer. (ID_MESH_REVEALINFILEEXPLORER)
  • Cancel Operation — Cancel the operation currently running on this mesh. (ID_DEFAULTITEM_ENDPROCESS)
  • Rename — Rename this mesh in the project tree. (ID_ITEM_RENAME)

Selection submenu

  • Isolated Triangles — Select triangles that share no edges with any other triangle. (ID_OPERATIONS_SELECTISOLATEDTRIANGLES)
  • Inside Visible Polylines — Select triangles whose centroids fall inside the currently visible polylines. (ID_MESH_SELECTINSIDEVISIBLEPOLYLINES)
  • Overlapping Triangles — Select triangles that overlap others in the mesh. (ID_OPERATIONS_SELECTOVERLAP)
  • Deselect All — Deselect all currently selected triangles. (ID_OPERATIONS_DESELECTALL)
  • Delete Selected — Delete the currently selected triangles from the mesh. (ID_OPERATIONS_DELETESELECTED)
  • Decimate Selected — Decimate only the selected region of the mesh, preserving detail elsewhere. (ID_OPERATIONS_DECIMATESELECTED)

Quality & Cleanup submenu

  • Filters
    • Voxel 2D — Subsample vertices to one per 2D (X-Y) voxel cell. (ID_POINTCLOUD_FILTERS_VOXEL2D)
    • Voxel 3D — Subsample vertices to one per 3D voxel cell. (ID_POINTCLOUD_FILTERS_VOXEL3D)
  • Smooth Surface — Smooth the mesh surface to reduce noise and small irregularities. (ID_MESH_SMOOTH)
  • Decimate — Reduce the triangle count using Quadric Error Metric (QEM) decimation. (ID_MESH_DECIMATE)
  • Remove
    • Edges Greater Than Length — Remove triangles whose longest edge exceeds a specified length. (ID_MESH_REMOVEMAXEDGES)
    • Edges Less Than Length — Remove triangles whose longest edge is shorter than a specified length. (ID_OPERATIONS_REMOVEMAXEDGE_LESSTHAN)
    • Edges From Selected — Remove long edges within the current selection only. (ID_MESH_REMOVEMAXEDGES_SELECTED)
    • Degenerate Triangles — Remove triangles with zero area or coincident vertices. (ID_OPERATIONS_REMOVEDEGENERATETRIANGLES)
    • Unused Vertices — Remove vertices that are not referenced by any triangle. (ID_OPERATIONS_REMOVEUNUSEDPOINTS)
    • Duplicate Vertices — Merge vertices that share the same position into a single vertex. (ID_OPERATIONS_REMOVEDUPLICATEPOINTS34111)
  • Restructure
    • Optimize Triangle Angles — Flip edges to make triangles more equilateral and improve mesh quality. (ID_OPERATIONS_CHECKINTERNALANGLES)
    • Relink Connectivity — Rebuild triangle connectivity from vertex positions. (ID_MESH_RELINKTRIANGLES)
    • Check Orientations — Check and report inconsistent triangle winding orientations. (ID_OPERATIONS_CHECKORIENTATIONS)
    • Remesh Surface — Remesh the surface to produce a more uniform triangulation. (ID_MESH_RE)
    • Reverse Winding — Reverse the winding order of all triangles, flipping their facing direction. (ID_OPERATIONS_REVERSETRIANGLES)
    • Correct Winding — Make triangle winding consistent across the whole mesh. (ID_OPERATIONS_CORRECTWINDING)
    • Optimize Structure — Reorganise the internal mesh layout for faster rendering and processing. (ID_MESH_OPTIMISE_STRUCTURE)
    • Optimize For Textures — Reorder mesh data to improve texture sampling efficiency. (ID_GEOREFERENCE_UNDOCORRECTION)
  • Regenerate Vertex Normals — Recalculate vertex normals from triangle geometry. (ID_OPERATIONS_REGENERATENORMALS)
  • Upgrade Format — Upgrade the mesh to the current internal storage format. (ID_OPERATIONS_UPGRADEMESH)

Transform submenu

  • Scale — Scale the mesh by a factor along one or more axes. (ID_OPERATIONS_SCALE)
  • Rotate — Rotate the mesh around a chosen axis and pivot point. (ID_MESH_OPERATIONS_ROTATE)
  • Translate — Translate the mesh by a specified offset. (ID_PROJEXP_TRANSLATE)
  • Remove Dip — Rotate the mesh so its best-fit plane is horizontal (removes mean dip). (ID_OPERATIONS_REMOVEDIP)
  • Clamp To Boundaries — Clamp mesh vertices to a bounding box or surface limits. (ID_TRANSFORMS_CLAMPLIMITS)
  • Swap X and Y Axes — Swap the X and Y coordinates of all vertices. (ID_SWAPAXES_SWAPXANDY)
  • Swap X and Z Axes — Swap the X and Z coordinates of all vertices. (ID_SWAPAXES_SWAPXANDZ)
  • Swap Y and Z Axes — Swap the Y and Z coordinates of all vertices. (ID_SWAPAXES_SWAPYANDZ)
  • Coordinate Conversion
    • Between Coordinate Systems (CRS) — Reproject the mesh from one coordinate reference system to another. (ID_CONVERTCOORDINATES_CRSTOCRS)
    • Meters to Feet — Convert vertex coordinates from metres to feet. (ID_PCLPOPUP_CONVERT_METRESTOFEET)
    • Feet to Meters — Convert vertex coordinates from feet to metres. (ID_PCLPOPUP_CONVERT_FEETTOMETRES)
    • Suggest UTM Zone — Suggest a suitable UTM zone for the mesh based on its position. (ID_CONVERTCOORDINATES_SUGGESTUTMZONE)
  • Selected Triangles
    • Set Z Value — Set a fixed Z value for the vertices of the selected triangles. (ID_SELECTEDTRIANGLES_SETZVALUE)

Attributes & Analysis submenu

  • Geometry
    • Tensor Analysis — Compute the moment tensor of triangle orientations to find principal directions. (ID_ATTRIBUTES_TR_TENSORANALYSIS)
    • Coplanarity — Compute how coplanar each triangle is with its neighbours. (ID_ATTRIBUTES_COPLANARITY)
    • Elevation — Store the elevation (Z) of each triangle as a per-triangle attribute. (ID_ATTRIBUTES_TR_ELEVATION)
    • Range — Compute the range (distance from a reference) of each triangle. (ID_ATTRIBUTES_TR_RANGE)
    • Dip Angle — Compute the dip angle of each triangle relative to horizontal. (ID_ATTRIBUTES_TR_DIP)
    • Azimuth — Compute the dip azimuth (direction of maximum dip) of each triangle. (ID_ATTRIBUTES_TR_AZIMUTH)
    • Directional Curvature — Compute surface curvature along a specified direction. (ID_ATTRIBUTES_DIRECTIONALCURVAT)
  • Triangle Properties
    • Area — Compute the surface area of each triangle. (ID_ATTRIBUTES_TR_AREA)
    • Maximum Edge Length — Compute the length of the longest edge of each triangle. (ID_ATTRIBUTES_MAXIMUMEDGELENGTH)
    • Centroids — Compute the centroid (geometric centre) of each triangle. (ID_ATTRIBUTES_CENTROIDS)
  • Statistical
    • Fisher K Value — Compute the Fisher K concentration of triangle orientations over a moving neighbourhood. (ID_ATTRIBUTES_FISHERKVALUE)
    • P21 Map — Compute a P21 areal fracture intensity map (trace length per unit area). (ID_ATTRIBUTES_P21MAP)
    • Radial Basis Function (RBF) Area — Interpolate triangle area density using a radial basis function. (ID_ATTRIBUTES_RBFAREA)
  • Connected Components — Identify and label connected components of the mesh. (ID_ATTRIBUTES_CONNECTEDCOMPONENTS)
  • Binary Space Partition (BSP) Tree Index — Assign a BSP tree node index to each triangle for spatial queries. (ID_ATTRIBUTES_BSPTREEINDEX)
  • Texture Coordinates — Compute or assign texture (UV) coordinates for the mesh vertices. (ID_ATTRIBUTES_TEXTURECOORDINATES)
  • 2D Convex Hull — Compute the 2D convex hull of the mesh vertices in plan view. (ID_OPERATIONS_CONVEXHULL2D)
  • Volume — Compute the volume enclosed by the mesh. (ID_OPERATIONS_VOLUMECALCULATION)
  • Color Conversion
    • RGB to Greyscale — Convert per-vertex RGB to a single greyscale attribute. (ID_ATTRIBUTES_GREYSCALEFROMRGB)
    • RGB to XYZ Colorspace — Convert per-vertex RGB to CIE XYZ colour space. (ID_COLOURSPACE_RGBCHANNELSTOXYZ)
    • RGB to LAB Colorspace — Convert per-vertex RGB to CIE LAB colour space. (ID_COLOURSPACE_RGBCHANNELSTOLAB)
    • RGB to HSV Colorspace — Convert per-vertex RGB to HSV colour space. (ID_COLOURSPACE_RGBCHANNELSTOHSV)
    • RGB From Texture — Sample the assigned texture to set a per-vertex RGB attribute. (ID_OPERATIONS_RGBFROMTEXTURE)
  • Classification
    • Between Surfaces — Classify triangles by their position between two reference surfaces. (ID_CLASSIFY_BETWEENSURFACES)
    • Discrete From Filter — Create a discrete (classified) attribute from a filter expression. (ID_ATTRIBUTES_DISCRETECLASSIFYFROMFILTER)
  • Calculator — Open the attribute calculator to derive new attributes from expressions. (ID_ATTRIBUTES_CALCULATOR)
  • Inverse Distance Weighting (IDW)
    • From Visible Polylines — Interpolate an attribute from the visible polylines onto the mesh using inverse distance weighting. (ID_IDW_FROMDISPLAYEDPOLYLINES)

Split & Merge submenu

  • Split By Axis
    • Along X — Split the mesh into two parts along a plane perpendicular to X. (ID_SPLIT_ALONGX)
    • Along Y — Split the mesh into two parts along a plane perpendicular to Y. (ID_SPLIT_ALONGY)
    • Along Z — Split the mesh into two parts along a plane perpendicular to Z. (ID_SPLIT_ALONGZ)
  • Merge — Merge this mesh with one or more selected meshes into a single object. (ID_MESH_MERGE)
  • Conform Below Surface... — Adjust the mesh elevation to conform below an underlying surface. (ID_MESH_CONFORM_ELEVATION)

Refinement submenu

  • Tessellate Inner — Subdivide each triangle by inserting a vertex at its centroid. (ID_REFINEMESH_TESSELATEINNER)
  • Tessellate Outer — Subdivide each triangle by inserting vertices on its edges. (ID_REFINEMESH_TESSELATEOUTER)
  • Tessellate Both — Subdivide each triangle with both centroid and edge vertex insertion. (ID_REFINEMESH_TESSELATEBOTH)

Extract submenu

  • Free Edge Vertices — Extract vertices that lie on the free (open) boundary of the mesh. (ID_OPERATIONS_EXTRACTFREEEDGEPOINTS)
  • Free Edge Polylines — Extract polylines tracing the free (open) boundary of the mesh. (ID_OPERATIONS_EXTRACTFREEEDGEPOLYLINES)
  • Contour Lines — Generate contour polylines from the mesh at specified elevations. (ID_OPERATIONS_CREATECONTOURSET)
  • Decompose Into Patches — Decompose the mesh into approximately planar patches based on orientation. (ID_ATTRIBUTES_PATCHDECOMOSITION)
  • Smart Swarm — Use AI-assisted swarm clustering to extract feature patches from the mesh. (ID_AI_SMARTSWARM)
  • Extract Polylines — Use AI to extract polylines from features detected on the mesh. (ID_AI_EXTRACT_POLYLINES)

Convert To submenu

  • Point Cloud — Convert this mesh into a point cloud using its vertices. (ID_OPERATIONS_CONVERTTOPOINTCLOUD)
  • Tiles — Convert this mesh into a tiled mesh for efficient streaming and rendering. (ID_MESH_CONVERTTOTILES)
  • Signed Distance Field (SDF) — Build a signed distance field representation of the mesh. (ID_OPERATIONS_CREATESDFMAP)
  • Metadata Grid — Build a 2D grid of metadata attributes sampled from the mesh. (ID_OPERATIONS_METAGRID)

Intersections submenu

  • Cut With Surface — Cut this mesh along its intersection with another surface. (ID_INTERSECTIONS_CUT)

Textures submenu

  • Bake to Vertices — Bake the assigned texture colour into per-vertex RGB values. (ID_OPERATIONS_BAKETEXTURE)
  • Import
    • Texture Map — Import a texture image and map it onto the mesh. (ID_IMPORT_TEXTUREMAP)
    • Height Map — Import a height map image to displace the mesh vertices. (ID_IMPORT_HEIGHTMAP)
    • Camera Data — Import camera positions and parameters for image projection. (ID_IMPORT_CAMERAS)
    • OPF Project File — Import a Pix4D OPF project file containing cameras and tie points. (ID_IMPORT_OPF)
    • Cylindrical Projection (Planetocentric) — Import a planetocentric cylindrical projection image as a texture. (ID_IMPORT_CYLINDRICALPROJECTION)
  • Pixel Size — Compute the ground pixel size of the texture across the mesh. (ID_TEXTURES_PIXELSIZE)

Visualization submenu

  • False Color
    • By Elevation — Display the mesh with a false-colour ramp coloured by elevation. (ID_MESH_FALSECOLOUR_ELEVATION)
    • By Attribute — Display the mesh with a false-colour ramp coloured by a chosen attribute. (ID_MESH_FALSECOLOUR_ATTRIBUTE)

Optimization submenu

  • Level of Detail (LOD)
    • Generate — Generate level-of-detail layers for adaptive rendering at varying distances. (ID_MESH_CREATELODLAYERS)
    • Remove — Remove previously generated level-of-detail layers from the mesh. (ID_LEVELOFDETAIL_REMOVELOD)
  • Rebuild Partition Tree — Rebuild the spatial partition tree used for fast queries and rendering. (ID_OPERATIONS_REGENERATEPARTITIONTREE)
  • Load Into Memory — Load the entire mesh into memory for faster access at the cost of RAM. (ID_OBJECTS_MAKERESIDENT)

Experimental (Use With Caution) submenu

  • Slip Potential Analysis — Experimental: compute slip and dilation tendency on the surface relative to a stress field. (ID_EXPERIMENTAL_SLIPPOTENTIAL)
  • Gravity Effects — Experimental: estimate gravity-related effects derived from the mesh geometry. (ID_DEVELOPMENT_GRAVITY)
  • Slope Stability — Experimental: assess slope stability across the mesh surface. (ID_EXPERIMENTAL_SLOPESTABILITY)

Group Context Menu

Right-click the Triangular Meshes parent group / list header in the Data Tree.

Actions

  • New Group — Create a new object based for this type (ID_GROUPPOPUP_NEW)
  • Group — Group the selected items into a single project tree entry. (ID_PROJEXP_GROUP)
  • Ungroup — Ungroup the selected group, restoring its contents to the parent. (ID_PROJEXP_UNGROUP)
  • Export — Export (ID_GROUPPOPUP_EXPORT)
  • Clear All Items — Clear all items (ID_GROUPPOPUP_EMPTYLIST)
  • Fix Tie Points (UNUSED_ID_MESHGROUP_FIXTIEPOINTS)

Import submenu

  • From File... — From File (ID_GROUPPOPUP_IMPORT)
  • Scan Folder (OBJ Files) — Import scan folder (obj files) (ID_IMPORT_SCANFOLDER)
  • From Sketchfab — Import from sketchfab (ID_IMPORT_IMPORTFROMSKETCHFAB)

Create Primitive submenu

  • Sphere — Sphere (ID_PRIMATIVES_SPHERE)
  • Hemisphere — Hemisphere (ID_PRIMATIVES_HEMISPHERE)
  • Cylinder — Cylinder (ID_PRIMATIVES_CYLINDER)
  • Clipmap Mesh — Clipmap Mesh (ID_DEBUG_CREATECLIPMAPMESH)