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 | Initializes a new instance of the Mesh class. |
| init | 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 | 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 | 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 | 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 | Removes a dynamic property. |
| remove_property | Remove the specified property identified by name |
| create_element | Creates a vertex element with specified type and add it to the geometry. |
| create_element | Creates a vertex element with specified type and add it to the geometry. |
| create_element_uv | Creates a VertexElementUV with given texture mapping type. |
| create_element_uv | Creates a VertexElementUV with given texture mapping type. |
| create_polygon | Creates a new polygon with all vertices defined in indices.To create polygon vertex by vertex, please use PolygonBuilder. |
| create_polygon | Creates a new polygon with all vertices defined in indices.To create polygon vertex by vertex, please use PolygonBuilder. |
| create_polygon | Create a polygon with 4 vertices(quad) |
| create_polygon | Create a polygon with 3 vertices(triangle) |
| get_property | Get the value of specified property |
| set_property | Sets the value of specified property |
| find_property | Finds the property. It can be a dynamic property (Created by CreateDynamicProperty/SetProperty) or native property(Identified by its name) |
| get_bounding_box | Gets the bounding box of current entity in its object space coordinate system. |
| get_entity_renderer_key | Gets the key of the entity renderer registered in the renderer |
| get_element | Gets a vertex element with specified type |
| get_vertex_element_of_uv | Gets a VertexElementUV instance with given texture mapping type |
| add_element | Adds an existing vertex element to current geometry |
| get_polygon_size | Gets the vertex count of the specified polygon. |
| to_mesh | Gets the Mesh instance from current entity. |
| do_boolean | |
| union | Calculate the union of two meshes |
| difference | Calculate the difference of two meshes |
| intersect | Calculate the intersection of two meshes |
| optimize | Optimize the mesh’s memory usage by eliminating duplicated control points |
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