class Sketchup::Face

Faces in SketchUp are flat, 2-sided polygons with 3 or more sides.

@version SketchUp 6.0

Constants

PointInside

Constants

PointNotOnPlane
PointOnEdge
PointOnFace
PointOnVertex
PointOutside
PointUnknown

Public Instance Methods

all_connected() click to toggle source

The all_connected method retrieves all of the entities connected to a face.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
connected = face.all_connected

@return [Array<Sketchup::Entity>] the entities connected to the face

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 41
def all_connected
end
area(*args) click to toggle source

The area method is used to retrieve the area of a face.

You can pass in an optional Transformation (or an array that can represent a transformation), to correct for a parent group's transformation. For example, if a face is inside of a group that is scaled to 200%, the area method will return the unscaled area of the face. So by passing a 200% transformation object to this method, you can account for that to get the “visual” area of the face.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]
# Add the face to the entities in the model
face = entities.add_face(pts)
area = face.area

@overload area

@return [Float] the area of the face in square inches.

@overload area(transform)

@param [Geom::Transformation] transform
 A Transformation object or array that can be interpreted as a
 Transformation object.
@return [Float] the area of the face in square inches.

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 79
def area(*args)
end
back_material() click to toggle source

The back_material method is used to retrieve the material assigned to the back side of the face.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)

# Add a material to the back face, then check to see that it was added
face.back_material = "red"
material = face.back_material

@return [Sketchup::Material, nil] a Material object representing the material

on the back of the face (if successful)

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 107
def back_material
end
back_material=(material) click to toggle source

The back_material= method is used to set the material assigned to the back side of the face.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]
# Add the face to the entities in the model
face = entities.add_face(pts)
status = face.back_material = "red"

@param [Sketchup::Material] material

A Material object or the name of a valid material.

@return [Sketchup::Material] the name of the valid material or the new

Material object (if successful)

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 134
def back_material=(material)
end
classify_point(point) click to toggle source

The classify_point method is used to determine if a given Point3d is on the referenced Face.

It is important that return value comparisons be made against the symbolic constants (i.e. {Sketchup::Face::PointUnknown}, {Sketchup::Face::PointInside}, {Sketchup::Face::PointOnVertex}, etc.) rather than the absolute integer values as these values may change from one release to the next.

@example

model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [9, 0, 0]
pts[2] = [9, 9, 0]
pts[3] = [0, 9, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)

# Check a point that should be outside the face.
pt = Geom::Point3d.new(50, 50, 0)
result = face.classify_point(pt)
if result == Sketchup::Face::PointOutside
  puts "#{pt.to_s} is outside the face"
end

# Check a point that should be outside inside the face.
pt = Geom::Point3d.new(1, 1, 0)
result = face.classify_point(pt)
if result == Sketchup::Face::PointInside
  puts "#{pt.to_s} is inside the face"
end

# Check a point that should be on the vertex of the face.
pt = Geom::Point3d.new(0, 0, 0)
result = face.classify_point(pt)
if result == Sketchup::Face::PointOnVertex
  puts "#{pt.to_s} is on a vertex"
end

# Check a point that should be on the edge of the face.
pt = Geom::Point3d.new(0, 1, 0)
result = face.classify_point(pt)
if result == Sketchup::Face::PointOnEdge
  puts "#{pt.to_s} is on an edge of the face"
end

# Check a point that should be off the plane of the face.
pt = Geom::Point3d.new(1, 1, 10)
result = face.classify_point(pt)
if result == Sketchup::Face::PointNotOnPlane
  puts "#{pt.to_s} is not on the same plane as the face"
end

@param [Geom::Point3d] point

A Point3d.

@return [Integer] an integer describing where a Point3d is in

relation to the referenced Face.

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 200
def classify_point(point)
end
clear_texture_projection(frontside) click to toggle source

The {#clear_texture_projection} method is used to clear the texture projection. This is similar to toggling off Projection from the Position Texture tool in the UI.

@param [Boolean] frontside

+true+ for front side, +false+ for back side.

@see position_material

@see get_texture_projection

@version SketchUp 2021.1

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 215
def clear_texture_projection(frontside)
end
edges() click to toggle source

The edges method is used to get an array of edges that bound the face.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]
# Add the face to the entities in the model
face = entities.add_face(pts)
edges = face.edges

@return [Array<Sketchup::Edge>] an array of Edge objects (if successful)

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 237
def edges
end
followme(*args) click to toggle source

The {#followme} method is used to create a shape by making the face follow along an array of edges.

@example

model = Sketchup.active_model
entities = model.active_entities

depth = 100
width = 100

# Add the face to the entities in the model
points = [
  Geom::Point3d.new(0, 0, 0),
  Geom::Point3d.new(width, 0, 0),
  Geom::Point3d.new(width, depth, 0),
  Geom::Point3d.new(0, depth, 0)
]
face = entities.add_face(points)

# Add the line which we will "follow" to the entities in the model
point1 = Geom::Point3d.new(0, 0, 0)
point2 = Geom::Point3d.new(0, 0, 100)
edge = entities.add_line(point1, point2)
face.followme(edge)

@overload followme(edges)

@param [Array<Sketchup::Edge>] edges  An array of edge objects to follow.
@return [Boolean]

@overload followme(edge)

@param [Sketchup::Edge] edge  An edge to follow.
@return [Boolean]

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 276
def followme(*args)
end
get_UVHelper(*args) click to toggle source

The get_UVHelper object is used to retrieve a UVHelper object for use in texture manipulation on a face.

@example

model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [9, 0, 0]
pts[2] = [9, 9, 0]
pts[3] = [0, 9, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
tw = Sketchup.create_texture_writer
uvHelp = face.get_UVHelper(true, true, tw)

@overload get_UVHelper(front = true, back = true)

@param [Boolean] front
 True if you want the texture coordinates for the front
 face, false if not.

@param [Boolean] back
 True if you want the texture coordinates for the back
 face, false if not.

@overload get_UVHelper(front = true, back = true, texturewriter)

@param [Boolean] front
 True if you want the texture coordinates for the front
 face, false if not.

@param [Boolean] back
 True if you want the texture coordinates for the back
 face, false if not.

@param [Sketchup::TextureWriter] texturewriter
 An optional TextureWriter object.

@return [Sketchup::UVHelper]

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 322
def get_UVHelper(*args)
end
get_glued_instances() click to toggle source

The get_glued_instances method returns an Array any ComponentInstances that are glued to the face.

@example

# Create a series of points that define a new face.
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [9, 0, 0]
pts[2] = [9, 9, 0]
pts[3] = [0, 9, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
glued_array = face.get_glued_instances

@return [Array<Sketchup::ComponentInstance, Sketchup::Group, Sketchup::Image>] An array of ComponentInstance objects that

are currently glued to the face.

@version SketchUp 7.0 M1

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 346
def get_glued_instances
end
get_texture_projection(frontside) click to toggle source

The {#get_texture_projection} method will return a vector representing the projection for either the front or back side of the face.

@example

model = Sketchup.active_model
entities = model.active_entities
materials = model.materials

# Create a face and add it to the model entities
pts = []
pts[0] = [0, 0, 1]
pts[1] = [10, 0, 1]
pts[2] = [10, 10, 1]
face = entities.add_face(pts)

# Export an image to use as a texture
path = Sketchup.temp_dir
full_name = File.join(path, "temp_image.jpg")
model.active_view.write_image(full_name, 500, 500, false, 0.0)

# Create a material and assign the texture to it
material = materials.add("Test Material")
material.texture = full_name

# Assign the new material to our face we created
face.material = material

# Set the projection of the applied material
face.set_texture_projection(face.normal, true)

# Get the projection of the applied material
vector = face.get_texture_projection(true)

@param [Boolean] frontside

+true+ for front side, +false+ for back side.

@return [Geom::Vector3d, nil] a vector on success, nil if face is not

textured with a projected texture mapping.

@see position_material

@see texture_projected?

@version SketchUp 2014

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 393
def get_texture_projection(frontside)
end
loops() click to toggle source

The loops method is used to get an array of all of the loops that bound the face.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
loops = face.loops

@return [Array<Sketchup::Loop>] an array of Loop objects if successful

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 417
def loops
end
material() click to toggle source

The material method is used to retrieve the material assigned to the front of the face. (This method is inherited from the Drawingelement parent class.)

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)

# Add a material to the face, then check to see that it was added
face.material = "red"
material = face.material

@return [Sketchup::Material, nil] a Material object representing the material

on the front of the face (if successful)

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 446
def material
end
material=(material) click to toggle source

The material= method is used to set the material assigned to the front side of the face. (This method is inherited from the Drawingelement parent class.)

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]
# Add the face to the entities in the model
face = entities.add_face(pts)
status = face.material = "red"

@param [Sketchup::Material] material

A Material object or the name of a valid material.

@return [Sketchup::Material] the name of the valid material or the new

Material object (if successful)

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 474
def material=(material)
end
mesh(flags = 0) click to toggle source

The mesh method creates a polygon mesh that represents the face. See the {Geom::PolygonMesh} class for more information.

Valid flags are:

  • 0: Include PolygonMeshPoints,

  • 1: Include PolygonMeshUVQFront,

  • 2: Include PolygonMeshUVQBack,

  • 4: Include PolygonMeshNormals.

Use bitwise OR to combine flags. A value of 7 will include all flags, for example.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)

kPoints = 0
kUVQFront = 1
kUVQBack = 2
kNormals = 4
flags = kPoints | kUVQFront | kUVQBack | kNormals # equals to 7
mesh = face.mesh(flags)

@param [Integer] flags

One or more flags used to generate a mesh.

@return [Geom::PolygonMesh]

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 517
def mesh(flags = 0)
end
normal() click to toggle source

The normal method is used to retrieve the 3D vector normal to the face in the front direction.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
normal = face.normal

@return [Geom::Vector3d] a Vector3d object if successful

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 541
def normal
end
outer_loop() click to toggle source

This method is used to retrieve the outer loop that bounds the face.

@example

# Create a series of points that define a new face.
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [9, 0, 0]
pts[2] = [9, 9, 0]
pts[3] = [0, 9, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
loop = face.outer_loop

@return [Sketchup::Loop] a Loop object representing the outer loop (if

successful)

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 564
def outer_loop
end
plane() click to toggle source

The plane method is used to retrieve the plane of the face. See the Array class for information on how planes are stored.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
plane = face.plane

@return [Array(Float, Float, Float, Float)] a plane that contains the face (if successful)

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 588
def plane
end
position_material(*args) click to toggle source

The {#position_material} method is used to position a material on a face.

The points argument must contain 2, 4, 6 or 8 points. The points are used in pairs to describe where a point in the texture image is positioned on the Face. The first point in each pair is a 3D point in the model. The second point in each pair of points is a 2D point that gives the (u,v) coordinates of a point in the image to match up with the 3D point.

@example

model = Sketchup.active_model
entities = model.active_entities

# Create a face and add it to the model entities
points = [
  Geom::Point3d.new(0, 0, 1),
  Geom::Point3d.new(9, 0, 1),
  Geom::Point3d.new(9, 9, 1),
  Geom::Point3d.new(0, 9, 1),
]
face = entities.add_face(points)

# Export an image to use as a texture
path = Sketchup.temp_dir
full_name = File.join(path, "temp_image.jpg")
model.active_view.write_image(full_name, 500, 500, false, 0.0)

# Create a material and assign the texture to it
material = model.materials.add("Test Material")
material.texture = full_name

# Assign the new material to our face we created
face.material = material

mapping = [
  Geom::Point3d.new(3,0,0), # Model coordinate
  Geom::Point3d.new(0,0,0), # UV coordinate
]
on_front = true
face.position_material(material, mapping, on_front)

@overload position_material(material, points, on_front)

This variant positions a material on the face's plane without projection.

@param [Sketchup::Material] material

@param [Array<Geom::Point3d>] points
  An array of Point3d objects used to position the material.
  The points should be on the plane of the face. If they are not they will
  be projected to the face's plane.

@param [Boolean] on_front
  +true+ to position the texture on the front of the Face or
  +false+ to position it on the back of the Face.

@overload position_material(material, points, on_front, projection)

This variant positions a material on the face's plane with projection.

@param [Sketchup::Material] material

@param [Array<Geom::Point3d>] points
  An array of Point3d objects used to position the material.
  The points should be on the same plane. The plane should be parallel to
  the +projection+ vector. If they are not on a plane parallel to the
  projection vector they will be projected to such a plane.

@param [Boolean] on_front
  +true+ to position the texture on the front of the Face or
  +false+ to position it on the back of the Face.

@param [Geom::Vector3d] projection_vector
  The direction of the texture projection.

@raise ArgumentError if the provided points are not in the size of 2, 4, 6 or 8.

@raise ArgumentError if the provided points could not be computed to a valid UV mapping.

@return [Sketchup::Face, false] the face upon success, false if material or

texture if not valid.

@see texture_positioned?

@see texture_projected?

@see get_texture_projection

@see clear_texture_projection

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 681
def position_material(*args)
end
pushpull(distance, copy = false) click to toggle source

The pushpull method is used to perform a push/pull on a face.

The distance is measured in the direction that the face normal is pointing.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]
# Add the face to the entities in the model
face = entities.add_face(pts)
status = face.pushpull(100, true)

@param [Length] distance

The distance to push/pull the face.

@param [Boolean] copy

Create a new push/pull starting face if true (equivalent
of pressing CTRL while in SketchUp), do not create a
push/pull starting face if false.

@return [nil]

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 713
def pushpull(distance, copy = false)
end
reverse!() click to toggle source

The reverse! method is used to reverse the face's orientation, meaning the front becomes the back.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]
# Add the face to the entities in the model
face = entities.add_face(pts)
status = face.reverse!

@return [Sketchup::Face, false] the reversed Face object if successful, false if

unsuccessful

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 737
def reverse!
end
set_texture_projection(vector, frontside) click to toggle source

The {#set_texture_projection} method is used to set the texture projection direction.

@deprecated This function never worked correctly. It's not capable of

controlling the position and orientation of the texture. In some cases it
produced an invalid model. After SketchUp 2021.1 the method will raise
+NotImplementedError+.

@param [Geom::Vector3d] vector

representing the direction of the projection. Use +nil+ to remove the
projection.

@param [Boolean] frontside

+true+ for front side, +false+ for back side.

@return [Boolean]

@see position_material

@see clear_texture_projection

@version SketchUp 2014

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 762
def set_texture_projection(vector, frontside)
end
texture_positioned?(front) click to toggle source

The {#texture_positioned?} method is used to check if the face has a texture that is positioned.

A texture is positioned when it's not using the default texture coordinates.

When a user uses the Paint Bucket Tool to apply a material sampled from the Material Browser it will use default texture coordinates and not be positioned. It will be positioned if the user uses the Position Texture Tool.

When an API user uses {Sketchup::Drawinglement#material=} the texture is not positioned. It will be positioned when the API user uses {Sketchup::Face#position_material}. It it also positioned of the face was crafted via {Geom::PolygonMesh}.

@example

model = Sketchup.active_model
entities = model.active_entities
faces = entities.grep(Sketchup::Face).select { |face|
  face.texture_positioned?(true) || face.texture_positioned?(false)
}

@param [Boolean] front

+true+ Checks the front side of the face, +face+
the back side.

@return [Boolean]

@see position_material

@see material=

@see back_material=

@version SketchUp 2021.1

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 799
def texture_positioned?(front)
end
texture_projected?(front) click to toggle source

The {#texture_projected?} method is used to check if the face has a texture that is projected.

A texture is projected when the user enables this property via the Position Texture Tool.

It is also projected when the API user passes a projection vector to {#position_material}.

@param [Boolean] front

+true+ Checks the front side of the face, +face+
the back side.

@return [Boolean]

@see get_texture_projection

@see clear_texture_projection

@see position_material

@version SketchUp 2021.1

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 824
def texture_projected?(front)
end
uv_tile_at(position, front) click to toggle source

The {#uv_tile_at} method is used to get the corner positions (model and UV) of a UV tile.

The UV tile bounds the given reference point on the plane of the face. If the reference isn't on the plane of the face it will be projected onto it.

The world coordinates are on the plane of the face unless the texture is projected. When the texture is projected the the world points are on an arbitrary plane that is perpendicular to the projection direction.

The returned coordinates are arranged to be compatible with {#position_material}.

Getting the bounds of the UV tile under the cursor:

The red quadrilateral represents the model points returned.

@example Copy material from front to back

model = Sketchup.active_model
model.active_entities.grep(Sketchup::Face) { |face|
  material = face.material

  if material&.texture.nil?
    face.back_material = material
  end

  reference = face.vertices.first.position
  mapping = face.uv_tile_at(reference, true)
  if face.texture_projected?(true)
    projection = face.get_texture_projection(true)
    face.position_material(material, mapping, false, projection)
  else
    face.position_material(material, mapping, false)
  end
}

@example Iterate each set of world and UV coordinates

model = Sketchup.active_model
faces = model.active_entities.grep(Sketchup::Face)
face = faces.find { |face| face.material&.texture }
reference = face.vertices.first.position
mapping = face.uv_tile_at(reference, true)
mapping.each_slice(2) { |position, uv|
  puts "World: #{position.inspect} - UV: #{uv.inspect}"
}

@param [Geom::Point3d] position

Model position on the face's plane that will be
bounded by the UV tile.

@param [Boolean] front

+true+ Checks the front side of the face, +face+
the back side.

@return [Array<Geom::Point3d>, nil] A set of 8 points. Each stride of two is

first a model space point, the second a UV
coordinate. +nil+ if the face doesn't have
a texture on the given side.

@see position_material

@version SketchUp 2021.1

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 890
def uv_tile_at(position, front)
end
vertices() click to toggle source

The vertices method is used to get an array of all of the vertices that bound the face.

@example

depth = 100
width = 100
model = Sketchup.active_model
entities = model.active_entities
pts = []
pts[0] = [0, 0, 0]
pts[1] = [width, 0, 0]
pts[2] = [width, depth, 0]
pts[3] = [0, depth, 0]

# Add the face to the entities in the model
face = entities.add_face(pts)
vertices = face.vertices

@return [Array<Sketchup::Vertex>] an array of Vertex objects if successful

@version SketchUp 6.0

# File lib/sketchup-api-stubs/stubs/Sketchup/Face.rb, line 914
def vertices
end