Mesh
Pakket: com.aspose.threed (aspose-3d-foss 26.1.0)
Mesh slaat polygon geometry op als een lijst van control points (vertex positions) en een lijst van polygon faces. Elke polygon face is een lijst van zero-based indices in de control points array. Faces kunnen triangles, quads, of higher-arity polygons zijn. Additional per-vertex data – normals, UV coordinates, vertex colours – is attached as VertexElement lagen.
public class Mesh extends GeometryMethods
A3DObject -> SceneObject -> Entity -> Geometry -> Mesh
Methods
Bouw een enkel driehoek‑mesh vanaf nul:
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");Bouw een quad‑mesh (opmerking: triangulate() is een stub — zie waarschuwing hieronder):
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)`
Definieer een nieuw polygonvlak door de vertex‑indices in volgorde op te geven. De indices verwijzen naar posities in `getControlPoints()`. Accepteert drie of meer indices voor driehoeken, quads en n‑gons.
| 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. |
**Retourneert:** `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()); // 2triangulate()
Stub: Retourneert een kloon van het oorspronkelijke mesh. Bedoeld om alle polygonen te splitsen in driehoeken met behulp van fan‑triangulatie, maar de daadwerkelijke triangulatie‑logica is nog niet geïmplementeerd. Het oorspronkelijke mesh wordt niet gewijzigd.
Retourneert: Mesh – een kloon van het oorspronkelijke mesh (stub‑gedrag).
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()
Retourneer dit Mesh als een Mesh instantie. Voor Mesh objecten is dit een identiteitsoperatie (retourneert this) Geometry Gedefinieerd op de Geometry basisklasse om een uniforme conversie‑interface te bieden bij het werken met generieke.
Retourneert: Mesh
Mesh ensureMesh(Geometry geom) { return geom.toMesh(); }
---
### `createElement(VertexElementType elementType, MappingMode mappingMode, ReferenceMode referenceMode)`
Voeg een nieuwe `VertexElement` laag van het opgegeven type toe aan het mesh. Gebruik dit om normalen, tangenten, binormalen, vertexkleuren en smoothing‑groepen toe te voegen.
**Retourneert:** `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)
Voeg een UV‑coördinatenlaag toe aan het mesh. Dit is de voorkeursmethode om textuurcoördinaatgegevens toe te voegen.
Retourneert: VertexElementUV
Mesh mesh = new Mesh(); // … define control points and polygons … VertexElementUV uvElement = mesh.createElementUV( TextureMapping.DIFFUSE, MappingMode.POLYGON_VERTEX, ReferenceMode.INDEX_TO_DIRECT );
---
### Boolean‑ en optimalisatiemethoden (stubs)
De volgende methoden bestaan op `Mesh` maar zijn **stubs** die een kloon van het oorspronkelijke mesh teruggeven zonder hun beoogde bewerking uit te voeren.
**Belangrijk:** `union`, `difference`, `intersect`, en `doBoolean` zijn **statische methoden**, geen instantiemethoden. Roep ze aan als `Mesh.union(a, b)`, niet `a.union(b)`.
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## Zie ook
- [Entity‑klassenreferentie](/3d/java/entity/)
- [Node‑klassenreferentie](/3d/java/node/)
- [Referentie van de Scene‑klasse](/3d/java/scene/)
- [VertexElement klasse‑referentie](/3d/java/vertex-element/)