Mesh¶

-
class
Mesh¶ Bases:
rumba.PointsA 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()¶
-