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)
- Voxel 2D — Subsample vertices to one per 2D (X-Y) voxel cell. (
- 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)
- Edges Greater Than Length — Remove triangles whose longest edge exceeds a specified length. (
- 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)
- Optimize Triangle Angles — Flip edges to make triangles more equilateral and improve mesh quality. (
- 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)
- Between Coordinate Systems (CRS) — Reproject the mesh from one coordinate reference system to another. (
- Selected Triangles
- Set Z Value — Set a fixed Z value for the vertices of the selected triangles. (
ID_SELECTEDTRIANGLES_SETZVALUE)
- Set Z Value — Set a fixed Z value for the vertices of the selected triangles. (
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)
- Tensor Analysis — Compute the moment tensor of triangle orientations to find principal directions. (
- 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)
- Area — Compute the surface area of each triangle. (
- 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)
- Fisher K Value — Compute the Fisher K concentration of triangle orientations over a moving neighbourhood. (
- 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)
- RGB to Greyscale — Convert per-vertex RGB to a single greyscale attribute. (
- 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)
- Between Surfaces — Classify triangles by their position between two reference surfaces. (
- 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)
- From Visible Polylines — Interpolate an attribute from the visible polylines onto the mesh using inverse distance weighting. (
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)
- Along X — Split the mesh into two parts along a plane perpendicular to X. (
- 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)
- Texture Map — Import a texture image and map it onto the mesh. (
- 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)
- By Elevation — Display the mesh with a false-colour ramp coloured by elevation. (
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)
- Generate — Generate level-of-detail layers for adaptive rendering at varying distances. (
- 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)