Vertex Elements — Aspose.3D FOSS for Java
包:: com.aspose.threed (aspose-3d-foss 26.1.0)
VertexElement 是用于附加到 a 的每顶点(或每多边形、每边)数据层的抽象基类 Mesh.每个子类存储一种特定的几何属性——法线、UV 坐标、顶点颜色或平滑组。.
Example
Example
| Class | Description |
|---|---|
VertexElement | Abstract base for all vertex element types. Carries getMappingMode() , getReferenceMode() , and a data list. |
VertexElementNormal
根据, 为每个顶点或每个多边形角存储一个法向量。 getMappingMode(). 数据值为 Vector4 实例具有 w 未使用。.
import com.aspose.threed.*;
VertexElement normals = mesh.createElement(
VertexElementType.NORMAL,
MappingMode.CONTROL_POINT,
ReferenceMode.DIRECT
);Example
| Class | Description |
|---|---|
VertexElementNormal | Stores per-vertex or per-corner normal vectors as Vector4 (w unused). |
VertexElementUV | Stores texture-coordinate pairs ( Vector2 ) per vertex or per polygon corner. A mesh may carry multiple UV layers. |
VertexElementVertexColor | Stores per-vertex or per-corner RGBA colour data as Vector4 (r, g, b, a in 0–1 range). |
VertexElementTangent | Stores tangent vectors for normal-map shading. |
VertexElementBinormal | Stores binormal (bitangent) vectors, perpendicular to both the normal and the tangent. |
VertexElementMaterial | Stores per-face material index references. |
返回:VertexElementUV
存储纹理坐标对(Vector2)每个顶点或每个多边形角。网格可以携带多个 UV 层以用于不同的纹理通道。.
VertexElementUV uv = mesh.createElementUV(
TextureMapping.DIFFUSE,
MappingMode.POLYGON_VERTEX,
ReferenceMode.INDEX_TO_DIRECT
);Example
| Enumeration | Description |
|---|---|
VertexElementType | Semantic role: NORMAL , UV , VERTEX_COLOR , TANGENT , BINORMAL , and others. |
MappingMode | Controls which primitive a value maps to: CONTROL_POINT , POLYGON_VERTEX , or POLYGON . |
ReferenceMode | Controls indexing: DIRECT or INDEX_TO_DIRECT . |
VertexElementVertexColor
存储每顶点或每角的 RGBA 颜色数据,形式为 Vector4 (r、g、b、a 的范围在 0–1 之间)。.
Example
VertexElementType 枚举
标识顶点元素层的语义角色。.
import com.aspose.threed.*;MappingMode 枚举
控制每个顶点元素值关联的几何基元。.
ReferenceMode 枚举
控制顶点元素数据数组的索引方式。.
Example
import com.aspose.threed.Scene;
import com.aspose.threed.*;
Scene scene = Scene.fromFile("model.obj");
for (Node node : scene.getRootNode().getChildNodes()) {
if (node.getEntity() instanceof Mesh) {
Mesh mesh = (Mesh) node.getEntity();
for (VertexElement ve : mesh.getVertexElements()) {
System.out.println(" Element: " + ve.getVertexElementType()
+ " mapping=" + ve.getMappingMode()
+ " ref=" + ve.getReferenceMode());
}
}
}