Mesh

Przestrzeń nazw: Aspose.ThreeD.Entities (Aspose.3D.Converter 1.0.0)

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. Dodatkowe dane per‑wierzchołkowe — normalne, współrzędne UV, kolory wierzchołków — są dołączane jako VertexElement warstwy.

public class Mesh : Geometry

Enumerations

A3DObjectSceneObjectEntityGeometryMesh


Enumerations

Zbuduj pojedynczą siatkę trójkątną od podstaw:

using Aspose.ThreeD;
using Aspose.ThreeD.Entities;

// Create the mesh and add three vertex positions
var mesh = new Mesh();
mesh.ControlPoints.Add(new Vector4(0.0, 0.0, 0.0, 1.0));   // vertex 0
mesh.ControlPoints.Add(new Vector4(1.0, 0.0, 0.0, 1.0));   // vertex 1
mesh.ControlPoints.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
var scene = new Scene();
scene.RootNode.CreateChildNode("triangle", mesh);
scene.Save("triangle.stl");

Zbuduj z prymitywu i sprawdź:

var sphere = new Sphere(1);
var mesh = sphere.ToMesh();

Console.WriteLine("Vertices: " + mesh.ControlPoints.Count);
Console.WriteLine("Polygons: " + mesh.PolygonCount);

Enumerations

NameTypeAccessDescription
EdgesIArrayList<int>ReadGets the edges.
PolygonCountintReadGets the polygon count.
PolygonsIList<int[]>ReadGets the polygons.
VisibleboolRead/WriteGets or sets the visible.
DeformersIList<Deformer>ReadGets the deformers.
ControlPointsIArrayList<Vector4>ReadGets the control points.
CastShadowsboolRead/WriteGets or sets the cast shadows.
ReceiveShadowsboolRead/WriteGets or sets the receive shadows.
VertexElementsIList<VertexElement>ReadGets the vertex elements.
ExcludedboolRead/WriteGets or sets the excluded.
ParentNodesList<Node>ReadGets the parent nodes.
ParentNodeNodeRead/WriteGets or sets the parent node.
SceneSceneReadGets the scene.
NamestringRead/WriteGets or sets the name.
PropertiesPropertyCollectionReadGets the properties.

Enumerations

SignatureDescription
Mesh()Creates a Mesh with the specified name
Mesh(name: string)
GetPolygonSize(index: int)Gets the vertex count of the specified polygon.
GetEnumerator()Gets the enumerator for each inner polygons.
CreatePolygon(indices: int[])Create a polygon with specified indices
CreatePolygon(v1: int, v2: int, v3: int, v4: int)Create a polygon with specified indices
CreatePolygon(v1: int, v2: int, v3: int)Create a polygon with specified indices
ToMesh()Gets the Mesh instance from current entity.
IsManifold()Check if current mesh is a manifold mesh. This function will not cache the manifold calculation result.
Optimize(vertexElements: bool)Optimize the mesh’s memory usage by eliminating duplicated control points
Optimize(vertexElements: bool, toleranceControlPoint: float, toleranceNormal: float, toleranceUV: float)Optimize the mesh’s memory usage by eliminating duplicated control points
Triangulate()Return triangulated mesh
Geometry(name: string)
GetDeformers()Gets all deformers
GetElement(type: VertexElementType)Gets a vertex element with specified type
GetVertexElementOfUV(textureMapping: TextureMapping)Gets a VertexElementUV instance with given texture mapping type
CreateElement(type: VertexElementType)Creates a vertex element with specified type and add it to geometry.
AddElement(element: VertexElement)Adds an existing vertex element to current geometry
CreateElementUV(uvMapping: TextureMapping)Creates a VertexElementUV with given texture mapping type.
Entity(name: string)
GetBoundingBox()Gets the bounding box of current entity in its object space coordinate system.
GetEntityRendererKey()Gets the key of the entity renderer registered in the renderer
SceneObject(name: string)
A3DObject()
RemoveProperty(property: Property)Removes a dynamic property.
GetProperty(property: string)Get the value of specified property
SetProperty(property: string, value: object?)Sets the value of specified property
FindProperty(propertyName: string)Finds the property. It can be a dynamic property (Created by CreateDynamicProperty/SetProperty) or native property(Identified by its name)

Zobacz także

 Polski