Mesh

Csomag: com.aspose.threed (aspose-3d-foss 26.1.0)

Mesh poligon geometriai adatokat tárol egy vezérlőpontok (csúcspozíciók) listájaként és egy poligon felületek listájaként. Minden poligon felület egy nullától indexelt indexek listája a vezérlőpontok tömbjébe. A felületek lehetnek háromszögek, négyszögek vagy magasabb aritású poligonok. További csúcsonkénti adatok – normálok, UV koordináták, csúcs színek – rétegekként vannak csatolva. VertexElement rétegek.

public class Mesh extends Geometry

Methods

A3DObject -> SceneObject -> Entity -> Geometry -> Mesh


Methods

Építs egy egyszerű háromszög mesh-et a semmiből:

import com.aspose.threed.Scene;
import com.aspose.threed.*;

// Create the mesh and add three vertex positions
Mesh mesh = new Mesh();
mesh.getControlPoints().add(new Vector4(0.0, 0.0, 0.0, 1.0));   // vertex 0
mesh.getControlPoints().add(new Vector4(1.0, 0.0, 0.0, 1.0));   // vertex 1
mesh.getControlPoints().add(new Vector4(0.5, 1.0, 0.0, 1.0));   // vertex 2

// Define one triangle face using vertex indices
mesh.createPolygon(0, 1, 2);

// Attach to a scene and save
Scene scene = new Scene();
scene.getRootNode().createChildNode("triangle", mesh);
scene.save("triangle.stl");

Építs egy négyszög mesh-et (megjegyzés: a triangulate() egy helykitöltő — lásd az alábbi figyelmeztetést):

Mesh mesh = new Mesh(); // Four corners of a unit square in the XZ plane mesh.getControlPoints().add(new Vector4(0, 0, 0, 1.0)); mesh.getControlPoints().add(new Vector4(1, 0, 0, 1.0)); mesh.getControlPoints().add(new Vector4(1, 0, 1, 1.0)); mesh.getControlPoints().add(new Vector4(0, 0, 1, 1.0));

// One quad face mesh.createPolygon(0, 1, 2, 3); System.out.println(“Polygons before triangulate: " + mesh.getPolygonCount()); // 1

// WARNING: triangulate() is a stub — it returns a clone, NOT a triangulated mesh. // The polygon count will remain 1 (not 2). Mesh triangulated = mesh.triangulate(); System.out.println(“Polygons after triangulate: " + triangulated.getPolygonCount()); // still 1

Scene scene = new Scene(); scene.getRootNode().createChildNode(“quad”, triangulated); // When saving to STL, pass triangle-only meshes to avoid vertex loss or malformed output. scene.save(“quad.glb”);


---

## Methods

| Name                | Type                            | Access | Description                   |
| ------------------- | ------------------------------- | ------ | ----------------------------- |
| `polygonCount`      | `int`                           | Read   | Gets the polygon count.       |
| `polygons`          | `List<int[]>`                   | Read   | Gets the polygons.            |
| `edges`             | `List<Integer>`                 | Read   | Gets the edges.               |
| `manifold`          | `boolean`                       | Read   | Gets the manifold.            |
| `visible`           | `boolean`                       | Read   | Gets the visible.             |
| `castShadows`       | `boolean`                       | Read   | Gets the cast shadows.        |
| `receiveShadows`    | `boolean`                       | Read   | Gets the receive shadows.     |
| `controlPoints`     | `java.util.List<Vector4>`       | Read   | Gets the control points.      |
| `vertexElements`    | `java.util.List<VertexElement>` | Read   | Gets the vertex elements.     |
| `deformers`         | `java.util.List<Deformer>`      | Read   | Gets the deformers.           |
| `deformers2`        | `java.util.Collection<T>`       | Read   | Gets the deformers2.          |
| `parentNode`        | `Node`                          | Read   | Gets the parent node.         |
| `parentNodes`       | `ArrayList<Node>`               | Read   | Gets the parent nodes.        |
| `excluded`          | `boolean`                       | Read   | Gets the excluded.            |
| `boundingBox`       | `BoundingBox`                   | Read   | Gets the bounding box.        |
| `entityRendererKey` | `EntityRendererKey`             | Read   | Gets the entity renderer key. |
| `scene`             | `Scene`                         | Read   | Gets the scene.               |
| `name`              | `String`                        | Read   | Gets the name.                |
| `properties`        | `PropertyCollection`            | Read   | Gets the properties.          |

---

## Methods

### `createPolygon(int... indices)`

Definiáljon egy új sokszög felületet a csúcspont indexek sorrendjének megadásával. Az indexek a pozíciókra hivatkoznak a `getControlPoints()`. Három vagy több indexet fogad háromszögekhez, négyszögekhez és n-gonokhoz.

| Signature                                                                                                 | Description                                                                                                 |
| --------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------- |
| `Mesh()`                                                                                                  | Creates an empty mesh with default name                                                                     |
| `Mesh(name: String)`                                                                                      | Calls Mesh(name) on this Mesh instance.                                                                     |
| `addControlPoint(x: double, y: double, z: double)`                                                        | Adds a weighted 4D control point                                                                            |
| `addControlPoint(x: double, y: double, z: double, w: double)`                                             | Calls addControlPoint(x, y, z, w) on this Mesh instance.                                                    |
| `createPolygon(indices: int[])`                                                                           | Creates a quadrilateral polygon from four vertex indices                                                    |
| `createPolygon(indices: int[], offset: int, length: int)`                                                 | Calls createPolygon(indices, offset, length) on this Mesh instance.                                         |
| `createPolygon(v1: int, v2: int, v3: int)`                                                                | Calls createPolygon(v1, v2, v3) on this Mesh instance.                                                      |
| `createPolygon(v1: int, v2: int, v3: int, v4: int)`                                                       | Calls createPolygon(v1, v2, v3, v4) on this Mesh instance.                                                  |
| `getPolygonCount()`  →  `int`                                                                             | Returns the polygon count.                                                                                  |
| `getPolygonSize(index: int)`  →  `int`                                                                    | Returns the number of vertices of the polygon at the given index                                            |
| `getPolygons()`  →  `List<int[]>`                                                                         | Returns the polygons.                                                                                       |
| `getEdges()`  →  `List<Integer>`                                                                          | Returns the edges.                                                                                          |
| `isManifold()`  →  `boolean`                                                                              | Returns true if manifold is set.                                                                            |
| `iterator()`  →  `Iterator<int[]>`                                                                        | Provides an iterator over polygon index arrays                                                              |
| `toMesh()`  →  `Mesh`                                                                                     | Returns a copy of this mesh as a Mesh object                                                                |
| `clone()`  →  `Mesh`                                                                                      | Creates a deep copy of the mesh                                                                             |
| `triangulate()`  →  `Mesh`                                                                                | Converts all polygons to triangles and returns the new mesh                                                 |
| `optimize(removeVertices: boolean)`  →  `Mesh`                                                            | Simplifies geometry considering tolerance, threshold, and angle deviation                                   |
| `optimize(removeVertices: boolean, tolerance: float)`  →  `Mesh`                                          | Calls optimize(removeVertices, tolerance) on this Mesh instance.                                            |
| `optimize(removeVertices: boolean, tolerance: float, threshold: float)`  →  `Mesh`                        | Calls optimize(removeVertices, tolerance, threshold) on this Mesh instance.                                 |
| `optimize(removeVertices: boolean, tolerance: float, threshold: float, angleThreshold: float)`  →  `Mesh` | Calls optimize(removeVertices, tolerance, threshold, angleThreshold) on this Mesh instance.                 |
| `optimize2(removeVertices: boolean)`  →  `Mesh`                                                           | Performs an alternative optimization on the mesh                                                            |
| `union(a: Mesh, b: Mesh)`  →  `Mesh`                                                                      | Returns a mesh representing the union of two meshes                                                         |
| `difference(a: Mesh, b: Mesh)`  →  `Mesh`                                                                 | Calls difference(a, b) on this Mesh instance.                                                               |
| `intersect(a: Mesh, b: Mesh)`  →  `Mesh`                                                                  | Calls intersect(a, b) on this Mesh instance.                                                                |
| `doBoolean(operation: BooleanOperation, a: Mesh, ma: Matrix4, b: Mesh, mb: Matrix4)`  →  `Mesh`           | Performs the specified Boolean operation on two transformed meshes                                          |
| `Geometry()`                                                                                              | Calls Geometry on this Mesh instance.                                                                       |
| `getVisible()`  →  `boolean`                                                                              | Returns the visible.                                                                                        |
| `setVisible(value: boolean)`                                                                              | Sets the visible value.                                                                                     |
| `getCastShadows()`  →  `boolean`                                                                          | Returns the cast shadows.                                                                                   |
| `setCastShadows(value: boolean)`                                                                          | Sets the cast shadows value.                                                                                |
| `getReceiveShadows()`  →  `boolean`                                                                       | Returns the receive shadows.                                                                                |
| `setReceiveShadows(value: boolean)`                                                                       | Initializes a new instance of Sphere class.                                                                 |
| `getControlPoints()`  →  `java.util.List<Vector4>`                                                        | Returns the control points.                                                                                 |
| `getVertexElements()`  →  `java.util.List<VertexElement>`                                                 | Returns the vertex elements.                                                                                |
| `getDeformers()`  →  `java.util.List<Deformer>`                                                           | Returns the deformers.                                                                                      |
| `getElement(type: VertexElementType)`  →  `VertexElement`                                                 | Calls getElement(type) on this Mesh instance.                                                               |
| `createElement(type: VertexElementType)`  →  `VertexElement`                                              | Gets or sets the height segments.                                                                           |
| `addElement(element: VertexElement)`                                                                      | Calls addElement(element) on this Mesh instance.                                                            |
| `addDeformer(deformer: Deformer)`                                                                         | Adds a deformer to this geometry and sets the owner reference.                                              |
| `getVertexElementOfUV(mapping: TextureMapping)`  →  `VertexElementUV`                                     | Calls getVertexElementOfUV(mapping) on this Mesh instance.                                                  |
| `createElementUV(mapping: TextureMapping)`  →  `VertexElementUV`                                          | Calls createElementUV(mapping) on this Mesh instance.                                                       |
| `getDeformers2()`  →  `java.util.Collection<T>`                                                           | Returns the deformers2.                                                                                     |
| `Entity(name: String)`                                                                                    | Constructor of BooleanOperator.                                                                             |
| `getParentNode()`  →  `Node`                                                                              | Constructor of instance.                                                                                    |
| `setParentNode(value: Node)`                                                                              | The Boolean operator used in the operation to create the result mesh.                                       |
| `getParentNodes()`  →  `ArrayList<Node>`                                                                  | Protected constructor to allow derived classes to set name.                                                 |
| `getExcluded()`  →  `boolean`                                                                             | The Boolean operator used in the operation to create the result mesh.                                       |
| `setExcluded(value: boolean)`                                                                             | Sets the excluded value.                                                                                    |
| `getBoundingBox()`  →  `BoundingBox`                                                                      | The first operand of the Boolean operator.                                                                  |
| `getEntityRendererKey()`  →  `EntityRendererKey`                                                          | Returns the entity renderer key.                                                                            |
| `SceneObject()`                                                                                           | Boolean operator allows you to apply Boolean operation on two IMeshConvertible instances.                   |
| `getScene()`  →  `Scene`                                                                                  | Constructor of BooleanOperator.                                                                             |
| `A3DObject()`                                                                                             | Parameterized Cylinder. It can also be used to represent a cone when one of radiusTop/radiusBottom is zero. |
| `getName()`  →  `String`                                                                                  | Height of the dish.                                                                                         |
| `setName(name: String)`                                                                                   | Constructs a CircleShape profile with specified radius.                                                     |
| `getProperties()`  →  `PropertyCollection`                                                                | Initializes a new instance of Cylinder class.                                                               |
| `findProperty(name: String)`  →  `Property`                                                               | Initializes a new instance of the Bone class.                                                               |
| `getProperty(name: String)`  →  `Object`                                                                  | Gets the transform matrix of the node in current pose.                                                      |
| `setProperty(name: String, value: Object)`                                                                | Gets the width segments.                                                                                    |
| `removeProperty(name: String)`  →  `boolean`                                                              | Gets the entity renderer key for this entity.                                                               |

**Visszatér:** `void`

```java
Mesh mesh = new Mesh();
// ... populate control points ...
mesh.createPolygon(0, 1, 2);       // triangle
mesh.createPolygon(0, 1, 2, 3);    // quad
System.out.println(mesh.getPolygonCount());   // 2

triangulate()

Helyettesítő: Visszaad egy klónt az eredeti mesh‑ből. A cél, hogy az összes polygont háromszögekre bontsa fan triangulation használatával, de a tényleges triangulációs logika még nincs megvalósítva. Az eredeti mesh nem módosul.

Visszatér: Mesh – az eredeti mesh klónja (stub viselkedés).

import com.aspose.threed.*;

Mesh mesh = new Mesh();
mesh.getControlPoints().add(new Vector4(0, 0, 0, 1.0));
mesh.getControlPoints().add(new Vector4(1, 0, 0, 1.0));
mesh.getControlPoints().add(new Vector4(1, 1, 0, 1.0));
mesh.getControlPoints().add(new Vector4(0, 1, 0, 1.0));
mesh.createPolygon(0, 1, 2, 3);   // one quad

Mesh triMesh = mesh.triangulate();
// Note: currently returns a clone, not a triangulated mesh
System.out.println(triMesh.getPolygonCount());

toMesh()

Visszaadja ezt Mesh mint egy Mesh példány. A Mesh objektumok ez egy identitás művelet (visszaad this). Definiálva a Geometry alaposztályban, hogy egységes konverziós felületet biztosítson általános Geometry hivatkozások.

Visszatér: Mesh

Mesh ensureMesh(Geometry geom) { return geom.toMesh(); }


---

### `createElement(VertexElementType elementType, MappingMode mappingMode, ReferenceMode referenceMode)`

Adj hozzá egy újat `VertexElement` Adj hozzá egy új, a megadott típusú réteget a hálóhoz. Ezt használhatod normálok, tangensek, binormálok, csúcsszínek és simítási csoportok csatolására.

**Visszatér:** `VertexElement`

Mesh mesh = new Mesh();
mesh.getControlPoints().add(new Vector4(0, 0, 0, 1));
mesh.getControlPoints().add(new Vector4(1, 0, 0, 1));
mesh.getControlPoints().add(new Vector4(0.5, 1, 0, 1));
mesh.createPolygon(0, 1, 2);

VertexElement normalElement = mesh.createElement(
    VertexElementType.NORMAL,
    MappingMode.CONTROL_POINT,
    ReferenceMode.DIRECT
);

createElementUV(TextureMapping uvMapping, MappingMode mappingMode, ReferenceMode referenceMode)

Adj hozzá egy UV koordináta réteget a hálóhoz. Ez a preferált módszer a textúra koordináta adatok csatolásához.

Visszatér: VertexElementUV

Mesh mesh = new Mesh(); // … define control points and polygons … VertexElementUV uvElement = mesh.createElementUV( TextureMapping.DIFFUSE, MappingMode.POLYGON_VERTEX, ReferenceMode.INDEX_TO_DIRECT );


---

### Boolean és optimalizációs módszerek (helyőrzők)

A következő metódusok léteznek a `Mesh` de **helyőrzők** amelyek visszaadják az eredeti háló másolatát anélkül, hogy végrehajtanák a szándékolt műveletet.

**Fontos:** `union`, `difference`, `intersect`, és `doBoolean` vannak **statikus metódusok**, nem példány metódusok. Hívd meg őket így `Mesh.union(a, b)`, nem `a.union(b)`.

---

## Lásd még

- [Entity osztályreferencia](/3d/java/entity/)
- [Node osztályreferencia](/3d/java/node/)
- [Scene osztályreferencia](/3d/java/scene/)
- [VertexElement osztályreferencia](/3d/java/vertex-element/)
 Magyar