Mesh

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

Mesh przechowuje geometrię wielokątów jako listę punktów kontrolnych (pozycji wierzchołków) oraz listę ścian wielokątów. Każda ściana wielokąta jest listą indeksów zerobazowych do tablicy punktów kontrolnych. Ściany mogą być trójkątami, czworokątami lub wielokątami o wyższej arności. Dodatkowe dane per‑wierzchołkowe — normalne, współrzędne UV, kolory wierzchołków — są dołączane jako VertexElement warstwy.

public class Mesh extends Geometry

Methods

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


Methods

Zbuduj siatkę pojedynczego trójkąta od podstaw:

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");

Zbuduj siatkę czworokąta (uwaga: triangulate() jest szkieletem — zobacz ostrzeżenie poniżej):

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)`

Zdefiniuj nową ścianę wielokąta, podając indeksy wierzchołków w kolejności. Indeksy odwołują się do pozycji w `getControlPoints()`. Akceptuje trzy lub więcej indeksów dla trójkątów, czworokątów i n‑kątów.

| 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.                                                               |

**Zwraca:** `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()

Szablon: Zwraca klon oryginalnej siatki. Przeznaczony do podzielenia wszystkich wielokątów na trójkąty przy użyciu triangulacji wachlarzowej, ale rzeczywista logika triangulacji nie została jeszcze zaimplementowana. Oryginalna siatka nie jest modyfikowana.

Zwraca: Mesh – klon oryginalnej siatki (zachowanie szablonu).

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()

Zwróć to Mesh jako Mesh instancję. Dla Mesh obiektów jest to operacja tożsamościowa (zwraca this) Geometry klasy bazowej, aby zapewnić jednolity interfejs konwersji przy pracy z ogólnymi Geometry odniesienia.

Zwraca: Mesh

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


---

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

Dodaj nowy `VertexElement` warstwę określonego typu do siatki. Użyj tego, aby dołączyć wektory normalne, styczne, binormale, kolory wierzchołków oraz grupy wygładzania.

**Zwraca:** `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)

Dodaj warstwę współrzędnych UV do siatki. Jest to preferowana metoda dołączania danych współrzędnych tekstury.

Zwraca: VertexElementUV

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


---

### Metody Boolean i Optymalizacji (Stubs)

Następujące metody istnieją w `Mesh` ale są **szkieletowe** które zwracają klon oryginalnej siatki bez wykonywania ich zamierzonej operacji.

**Ważne:** `union`, `difference`, `intersect`, oraz `doBoolean` są **metody statyczne**, nie metody instancji. Wywołuj je jako `Mesh.union(a, b)`, nie `a.union(b)`.

---

## Zobacz także

- [Referencja klasy Entity](/3d/java/entity/)
- [Referencja klasy Node](/3d/java/node/)
- [Referencja klasy Scene](/3d/java/scene/)
- [Referencja klasy VertexElement](/3d/java/vertex-element/)
 Polski