surface3d | R Documentation |
Adds a surface to the current scene. The surface is defined by a matrix defining the height of each grid point and two vectors or matrices defining the grid.
surface3d(x, y, z, ...,
normal_x = NULL, normal_y = NULL, normal_z = NULL,
texture_s=NULL, texture_t=NULL, flip = FALSE)
x , y , z |
vectors or matrices of values. See Details. |
... |
Material properties. See |
normal_x , normal_y , normal_z |
matrices giving the coordinates of normals at each grid point |
texture_s , texture_t |
matrices giving the texture coordinates at each grid point |
flip |
flip definition of “up” |
Adds a surface mesh to the current scene. The surface is
typically defined by a matrix of height values in z
(as in persp
),
but any of x
, y
, or z
may be matrices or
vectors, as long as at least one is a matrix. (One
historical exception is allowed: if all are vectors but
the length of z
is the product of the lengths of
x
and y
, z
is converted to a matrix.)
Dimensions of all matrices must match.
If any of the coordinates are vectors, they are interpreted as follows:
If x
is a vector, it corresponds to rows of the matrix.
If y
is a vector, it corresponds to columns
of the matrix.
If z
is a vector, it corresponds to columns
unless y
is also a vector, in which case it corresponds
to rows.
If the normals are not supplied, they will be calculated automatically based on neighbouring points.
Texture coordinates run from 0 to 1 over each dimension of the texture bitmap. If texture coordinates are not supplied, they will be calculated to render the texture exactly once over the grid. Values greater than 1 can be used to repeat the texture over the surface.
surface3d
always tries to draw the surface with the ‘front’ upwards
(typically towards higher z
values). This can be used to render
the top and bottom differently; see material3d
and
the example below. If you don't like its choice, set
flip = TRUE
to use the opposition definition.
NA
values in the height matrix are not drawn.
See persp3d
for a higher level interface.
#
# volcano example taken from "persp"
#
z <- 2 * volcano # Exaggerate the relief
x <- 10 * (1:nrow(z)) # 10 meter spacing (S to N)
y <- 10 * (1:ncol(z)) # 10 meter spacing (E to W)
zlim <- range(z)
zlen <- zlim[2] - zlim[1] + 1
colorlut <- terrain.colors(zlen) # height color lookup table
col <- colorlut[ z - zlim[1] + 1 ] # assign colors to heights for each point
open3d()
surface3d(x, y, z, color = col, back = "lines")
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