Draws 3D mesh objects in full, or just the edges, or just the vertices.
dot3d(x, ...) # draw dots at the vertices of an object # S3 method for mesh3d dot3d(x, ..., front = "points", back = "points") wire3d(x, ...) # draw a wireframe object # S3 method for mesh3d wire3d(x, ..., front = "lines", back = "lines") shade3d(x, ...) # draw a shaded object # S3 method for mesh3d shade3d(x, override = TRUE, meshColor = c("vertices", "edges", "faces", "legacy"), texcoords = NULL, ..., front = "filled", back = "filled")
additional rendering parameters, or for
should the parameters specified here override those stored in the object?
how should colours be interpreted? See details below
texture coordinates at each vertex.
Material properties for rendering.
meshColor argument controls how material colours and textures are interpreted. This parameter
was added in rgl version 0.100.1 (0.100.27 for
dot3d. Possible values are:
Colours and texture coordinates are applied by vertex, in the order
they appear in the
Colours and textures are applied to each edge: first to the segments in the
x$is matrix, then
3 edges of each triangle in the
x$it matrix, then the 4
edges of each quad in the
x$ib matrix. This mode
is only supported if both front and back materials are
"lines", and the mesh contains no points.
Colours and textures are applied to each face: first to the
triangles in the
it matrix, then to the quads in the
matrix. Not compatible with meshes containing points or segments.
Colours and textures are applied in the same way as in rgl versions earlier than 0.100.1.
Unique partial matches of these values will be recognized.
If colours are specified but
meshColor is not
options(rgl.meshColorWarning = TRUE),
a warning will be given that their
interpretation may have changed. In versions 0.100.1 to 0.100.26
of rgl, the default
was to give the warning; now the default is for no warning.
Note that since version 0.102.10,
"edges" is only allowed when drawing lines (the
wire3d default), and it may draw
edges more than once. In general, if any rendering
draws twice at the same location, which copy is visible
depends on the order of drawing and the
shade3d are called for their side effect
of drawing an object into the scene; they return an object ID (or vector of IDs) invisibly.
rgl.primitive for a discussion of texture coordinates.
# generate a quad mesh object vertices <- c( -1.0, -1.0, 0, 1.0, -1.0, 0, 1.0, 1.0, 0, -1.0, 1.0, 0 ) indices <- c( 1, 2, 3, 4 ) open3d() wire3d( mesh3d(vertices = vertices, quads = indices) ) # render 4 meshes vertically in the current view open3d() bg3d("gray") l0 <- oh3d(tran = par3d("userMatrix"), color = "green" ) shade3d( translate3d( l0, -6, 0, 0 )) l1 <- subdivision3d( l0 ) shade3d( translate3d( l1 , -2, 0, 0 ), color = "red", override = FALSE ) l2 <- subdivision3d( l1 ) shade3d( translate3d( l2 , 2, 0, 0 ), color = "red", override = TRUE ) l3 <- subdivision3d( l2 ) shade3d( translate3d( l3 , 6, 0, 0 ), color = "red" )