Rhino what is a mesh




















Enhanced commands 3DFace - New dynamic feedback wires connect the picked points. Check - Checks whether the face normals and vertex normals face the same direction. ExtractMeshEdges - New Join option joins the extracted edges. The slider roughly controls the density and number of mesh polygons. Set the slider and click. The mesh is drawn as a preview in the viewports, and the dialog box stays on screen for more adjustments. Opens the Polygon Mesh Detailed Options dialog box.

You can call this function as many times as you want. If the mesh has SurfaceParameters, the surface is evaluated at these parameters and the mesh geometry is updated.

Explode the mesh into sub-meshes where a sub-mesh is a collection of faces that are contained within a closed loop of "unwelded" edges. Unwelded edges are edges where the faces that share the edge have unique mesh vertexes not mesh topology vertexes at both ends of the edge. Suggests an extension of a selection set by using information related with topology and alignment.

Suggests an extension of a face selection set by using information related with topology and alignment. Given a starting "naked" edge index, this function attempts to determine a "hole" by chaining additional naked edges together until if returns to the start index.

Then it triangulates the closed polygon and either adds the faces to the mesh. Attempts to determine "holes" in the mesh by chaining naked edges together. Then it triangulates the closed polygons adds the faces to the mesh. Passively reclaims unmanaged resources when the class user did not explicitly call Dispose.

Bounding box solver. Gets the world axis aligned bounding box for the geometry. Aligned Bounding box solver. Gets the world axis aligned bounding box for the transformed geometry. Call this method to get cached texture coordinates for a texture mapping with the specified Id. Returns an array of Boolean values equal in length to the number of vertices in this mesh.

Each value corresponds to a mesh vertex and is set to true if the vertex is not completely surrounded by faces. Returns all edges of a mesh that are considered "naked" in the sense that the edge only has one face. Retrieves a complete enumerable, i. Populates a System. SerializationInfo with the data needed to serialize the target object. Constructs the outlines of a mesh.

The projection information in the viewport is used to determine how the outlines are projected. Retrieves a partition. See CreatePartitions Int32, Int32 for details. Gets the Type of the current instance. Allows to obtain unsafe pointers to the underlying unmanaged data structures of the mesh. Gets a copy of all user key string, user value string pairs attached to this geometry.

Attempts to "heal" naked edges in a mesh based on a given distance. First attempts to move vertexes to neighboring vertexes that are within that distance away.

Then it finds edges that have a closest point to the vertex within the distance and splits the edge. When it finds one it splits the edge and makes two new edges using that point. Gets a value indicating whether or not the mesh is manifold. A manifold mesh does not have any edge that borders more than two faces. Determines if an object is valid. Also provides a report on errors if this object happens not to be valid.

If possible, converts the object into a form that can be accurately modified with "squishy" transformations like projections, shears, an non-uniform scaling. Moves face edges of an open mesh to meet adjacent face edges. The method will first try to match vertices, and then then it will try to split edges to make the edges match. Creates a shallow copy of the current Object.

Computes an estimate of the number of bytes that this object is using in memory. Makes a new mesh with vertices offset a distance in the opposite direction of the existing vertex normals. Same as Mesh. Offset distance, false. Optionally, based on the value of solidify, adds the input mesh and a ribbon of faces along any naked edges. If solidify is false it acts exactly as the Offset distance function.

Makes a new mesh with vertices offset a distance along the direction parameter. Returns list of wall faces, i. Evaluates a mesh at a set of barycentric coordinates. Gets a polyline approximation of the input curve and then moves its control points to the closest point on the mesh. Then it "connects the points" over edges so that a polyline on the mesh is formed. Removes mesh normals and reconstructs the face and vertex normals based on the orientation of the faces.

Updates the Mesh data with the information that was stored via the MeshUnsafeLock. Analyzes some meshes, and determines if a pass of CreateFromIterativeCleanup would change the array. All available cleanup steps are used. Currently available cleanup steps are: - mending of single precision coincidence even though double precision vertices differ. Rotates the object about the specified axis.

A positive rotation angle results in a counter-clockwise rotation about the axis right hand rule. Scales the object by the specified factor. The scale is centered at the origin. Set texture coordinates using given mapping and applying given transform.

Set lazy to false to generate texture coordinates right away. Smooths a mesh by averaging the positions of mesh vertices in a specified region. Smooths part of a mesh by averaging the positions of mesh vertices in a specified region. Split a mesh with another mesh. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Does ES6 make JavaScript frameworks obsolete? Podcast Do polyglots have an edge when it comes to mastering programming Featured on Meta.

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