PolygonModifier class
PolygonModifier class
Utilities to modify polygons
The PolygonModifier type exposes the following members:
Methods
| Method | Description |
|---|---|
triangulate(, scene) | Convert all polygon-based meshes into full triangle mesh |
triangulate(, mesh) | Convert a polygon-based mesh into full triangle mesh |
triangulate(, control_points, polygons, generate_normals, nor_out) | |
triangulate(, control_points, polygons) | |
triangulate(, control_points, polygon) | |
triangulate(, control_points) | |
merge_mesh(, scene) | Convert a whole scene to a single transformed mesh |
Vertex elements like normal/texture coordinates are not supported yet | |
merge_mesh(, nodes) | |
merge_mesh(, node) | Convert a whole node to a single transformed mesh |
Vertex elements like normal/texture coordinates are not supported yet | |
scale(, scene, scale) | Scale all geometries(Scale the control points not the transformation matrix) in this scene |
scale(, node, scale) | Scale all geometries(Scale the control points not the transformation matrix) in this node |
generate_uv(, mesh, normals) | Generate UV data from the given input mesh and specified normal data. |
generate_uv(, mesh) | Generate UV data from the given input mesh |
split_mesh(, node, policy, create_child_nodes, remove_old_mesh) | Split mesh into sub-meshes by VertexElementMaterial. |
Each sub-mesh will use only one material. | |
Perform mesh splitting on a node | |
split_mesh(, scene, policy, remove_old_mesh) | Split mesh into sub-meshes by VertexElementMaterial. |
Each sub-mesh will use only one material. | |
Perform mesh splitting on all nodes of the scene. | |
split_mesh(, mesh, policy) | Split mesh into sub-meshes by VertexElementMaterial. |
Each sub-mesh will use only one material. | |
The original mesh will not get changed. | |
build_tangent_binormal(, scene) | This will create tangent and binormal on all meshes of the scene |
Normal is required, if normal is not existing on the mesh, it will also create the normal data from position. | |
UV is also required, the mesh will be ignored if no UV is defined. | |
build_tangent_binormal(, mesh) | This will create tangent and binormal on the mesh |
Normal is required, if normal is not existing on the mesh, it will also create the normal data from position. | |
UV is also required, an exception will be raised if no UV found. | |
apply_transform(, node, transform) | Apply transform matrix on control points of all geometries |
generate_normal(, mesh) | Generate normal data from Mesh definition |
See Also
- module
aspose.threed.entities - class
VertexElementMaterial