Mesh class
Mesh class
A mesh is made of many n-sided polygons.
Inheritance: Mesh →
Geometry →
Entity →
SceneObject →
A3DObject
The Mesh type exposes the following members:
Constructors
| Constructor | Description |
|---|---|
__init__(self) | Initializes a new instance of the Mesh class. |
__init__(self, height_map) | Construct a mesh using specified height map, if the height map’s pixel format contains multiple components, the first(usually the red) component will be used as the height value(z) The control point’s x and y components are normalized pixel coordinate. |
__init__(self, height_map, transform) | Construct a mesh using specified height map, if the height map’s pixel format contains multiple components, the first(usually the red) component will be used as the height value(z) The control point’s x and y components are normalized pixel coordinate. |
__init__(self, height_map, tri_mesh, transform) | Construct a mesh using specified height map, if the height map’s pixel format contains multiple components, the first(usually the red) component will be used as the height value(z) The control point’s x and y components are normalized pixel coordinate. |
__init__(self, name) | Initializes a new instance of the Mesh class. |
Properties
| Property | Description |
|---|---|
| name | Gets or sets the name. |
| properties | Gets the collection of all properties. |
| scene | Gets the scene that this object belongs to |
| parent_nodes | Gets all parent nodes, an entity can be attached to multiple parent nodes for geometry instancing |
| excluded | Gets or sets whether to exclude this entity during exporting. |
| parent_node | Gets or sets the first parent node, if set the first parent node, this entity will be detached from other parent nodes. |
| visible | Gets or sets if the geometry is visible |
| deformers | Gets all deformers associated with this geometry. |
| control_points | Gets all control points |
| cast_shadows | Gets or sets whether this geometry can cast shadow |
| receive_shadows | Gets or sets whether this geometry can receive shadow. |
| vertex_elements | Gets all vertex elements |
| edges | Gets edges of the Mesh. Edge is optional in mesh, so it can be empty. |
| polygon_count | Gets the count of polygons |
| polygons | Gets the polygons definition of the mesh |
Methods
| Method | Description |
|---|---|
remove_property(self, property) | Removes a dynamic property. |
remove_property(self, property) | Remove the specified property identified by name |
create_element(self, type) | Creates a vertex element with specified type and add it to the geometry. |
create_element(self, type, mapping_mode, reference_mode) | Creates a vertex element with specified type and add it to the geometry. |
create_element_uv(self, uv_mapping) | Creates a VertexElementUV with given texture mapping type. |
create_element_uv(self, uv_mapping, mapping_mode, reference_mode) | Creates a VertexElementUV with given texture mapping type. |
create_polygon(self, indices, offset, length) | Creates a new polygon with all vertices defined in indices.To create polygon vertex by vertex, please use PolygonBuilder. |
create_polygon(self, indices) | Creates a new polygon with all vertices defined in indices.To create polygon vertex by vertex, please use PolygonBuilder. |
create_polygon(self, v1, v2, v3, v4) | Create a polygon with 4 vertices(quad) |
create_polygon(self, v1, v2, v3) | Create a polygon with 3 vertices(triangle) |
optimize(self, vertex_elements) | Optimize the mesh’s memory usage by eliminating duplicated control points |
optimize(self, vertex_elements, tolerance_control_point, tolerance_normal, tolerance_uv) | Optimize the mesh’s memory usage by eliminating duplicated control points |
get_property(self, property) | Get the value of specified property |
set_property(self, property, value) | Sets the value of specified property |
find_property(self, property_name) | Finds the property. It can be a dynamic property (Created by CreateDynamicProperty/SetProperty) or native property(Identified by its name) |
get_bounding_box(self) | Gets the bounding box of current entity in its object space coordinate system. |
get_entity_renderer_key(self) | Gets the key of the entity renderer registered in the renderer |
get_element(self, type) | Gets a vertex element with specified type |
get_vertex_element_of_uv(self, texture_mapping) | Gets a VertexElementUV instance with given texture mapping type |
add_element(self, element) | Adds an existing vertex element to current geometry |
get_polygon_size(self, index) | Gets the vertex count of the specified polygon. |
to_mesh(self) | Gets the Mesh instance from current entity. |
do_boolean(, op, a, transform_a, b, transform_b) | |
is_manifold(self) | Check if current mesh is a manifold mesh. This function will not cache the manifold calculation result. |
union(, a, b) | |
difference(, a, b) | |
intersect(, a, b) | |
triangulate(self) | Return triangulated mesh |
Example
To add a polygon in mesh:
from aspose.threed.entities import Mesh
mesh = Mesh()
indices = [0, 1, 2]
mesh.create_polygon(indices)
Travel through all polygons in mesh:
from aspose.threed.entities import Mesh
mesh = Mesh()
for polygon in mesh:
pass
See Also
- module
aspose.threed.entities - class
A3DObject - class
Entity - class
Geometry - class
Mesh - class
PolygonBuilder - class
SceneObject - class
VertexElementUV