Mesh

Inheritance diagram of rumba.Mesh
class Mesh

Bases: rumba.Points

A mesh value.

This mesh class supports n-gones, per vertex and per face user channel with arbitrary types.

Constructors

__init__

Methods

adjacent_vertices()
closest_face(p) Get the closest polygon to a point.
compute_triangle_face_varying_indices(result) Compute and return the triangle face varying indices.
compute_triangle_indices(result) Compute and return the triangle vertex indices.
edges_to_faces()
position_topology() Get the polygons to position lists.
vertex_to_edges()
adjacent_vertices()
closest_face(p: Imath.V3f, max_distance: float) → bool

Get the closest polygon to a point.

Get the mesh closest face to p max_distance must be initialized with the maximum search distance, and is returned with the closest hit distance could be extended to return the face, triangle and coordinates of the closest hit. returns true if a face has been found. This function is quite slow and should be used only for few queries. If a lot of queries have to be done, consider to use BVHTriangle.

Return type:bool
compute_triangle_face_varying_indices(result: BufferV3i) → None

Compute and return the triangle face varying indices.

The mesh internal structure stores polygones of n-vertices. This function computes and returns a buffer of triangle indices. The triangulation is performed trivialy and is stable with deformations. Each integer triplet forms a triangle. Each element is an index per face corner.

compute_triangle_indices(result: BufferV3i) → None

Compute and return the triangle vertex indices.

The mesh internal structure stores polygones of n-vertices. This function computes and returns a buffer of triangle indices. The triangulation is performed trivialy and is stable with deformations. Each integer triplet forms a triangle. Each element is a vertex index.

edges_to_faces()
position_topology()

Get the polygons to position lists.

vertex_to_edges()