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Mesh vertices and faces relative to specific actor

Since R2020b


[vertices,faces] = targetMeshes(ac) returns the mesh vertices and faces of all actors in a driving scenario relative to the specified actor, ac. When displaying meshes by using a birdsEyePlot object, you can use the output mesh information as inputs to the plotMesh function.


[vertices,faces,colors] = targetMeshes(ac) also returns the color of the mesh faces for each actor.


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Display actors in a driving scenario by using their mesh representations instead of their cuboid representations.

Create a driving scenario, and add a 25-meter straight road to the scenario.

scenario = drivingScenario;
roadcenters = [0 0 0; 25 0 0];

Add a pedestrian and a vehicle to the scenario. Specify the mesh dimensions of the actors using prebuilt meshes.

  • Specify the pedestrian mesh as a driving.scenario.pedestrianMesh object.

  • Specify the vehicle mesh as a driving.scenario.carMesh object.

p = actor(scenario,'ClassID',4, ...
            'Length',0.2,'Width',0.4, ...

v = vehicle(scenario,'ClassID',1, ...

Add trajectories for the pedestrian and vehicle.

  • Specify for the pedestrian to cross the road at 1 meter per second.

  • Specify for the vehicle to follow the road at 10 meters per second.

waypointsP = [15 -3 0; 15 3 0];
speedP = 1;

wayPointsV = [v.RearOverhang 0 0; (25 - v.Length + v.RearOverhang) 0 0];
speedV = 10;

Add an egocentric plot for the vehicle. Turn the display of meshes on.


Create a bird's-eye plot in which to display the meshes. Also create a mesh plotter and lane boundary plotter. Then run the simulation loop.

  1. Obtain the road boundaries of the road the vehicle is on.

  2. Obtain the mesh vertices, faces, and colors of the actor meshes, with positions relative to the vehicle.

  3. Plot the road boundaries and actor meshes on the bird's-eye plot.

  4. Pause the scenario to allow time for the plots to update. The chase plot updates every time you advance the scenario.

bep = birdsEyePlot('XLim',[-25 25],'YLim',[-10 10]);
mPlotter = meshPlotter(bep);
lbPlotter = laneBoundaryPlotter(bep);

while advance(scenario)

   rb = roadBoundaries(v);

   [vertices,faces,colors] = targetMeshes(v);



Input Arguments

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Actor belonging to a drivingScenario object, specified as an Actor or Vehicle object. To create these objects, use the actor and vehicle functions, respectively.

Output Arguments

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Mesh vertices of each actor, returned as an N-element cell array, where N is the number of actors.

Each element in vertices must be a V-by-3 real-valued matrix containing the vertices of an actor, where:

  • V is the number of vertices.

  • Each row defines the 3-D (x,y,z) position of a vertex. The vertex positions are relative to the position of the input actor ac. Units are in meters.

Mesh faces of each actor, returned as an N-element cell array, where N is the number of actors.

Each element in faces must be an F-by-3 integer-valued matrix containing the faces of an actor, where:

  • F is the number of faces.

  • Each row defines a triangle of vertex IDs that make up the face. The vertex IDs correspond to row numbers within vertices.

Suppose the first face of the ith element of faces has these vertex IDs.

ans =

     1     2     3

In the ith element of vertices, rows 1, 2, and 3 contain the (x, y, z) positions of the vertices that make up this face.

ans =

    3.7000    0.9000    0.8574
    3.7000   -0.9000    0.8574
    3.7000   -0.9000    0.3149

Color of the mesh faces for each actor, returned as an N-by-3 matrix of RGB triplets. N is the number of actors and is equal to the number of elements in vertices and faces.

The ith row of colors is the RGB color value of the faces in the ith element of faces. The function applies the same color to all mesh faces of an actor.

An RGB triplet is a three-element row vector whose elements specify the intensities of the red, green, and blue components of the color. The intensities must be in the range [0, 1]. For example, [0.4 0.6 0.7].

More About

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In driving scenarios, a mesh is a triangle-based 3-D representation of an object. Mesh representations of objects are more detailed than the default cuboid (box-shaped) representations of objects. Meshes are useful for generating synthetic point cloud data from a driving scenario.

This table shows the difference between a cuboid representation and a mesh representation of a vehicle in a driving scenario.


A vehicle represented as a cube.

A vehicle represented as a mesh.

Version History

Introduced in R2020b