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None | addTriangles (MeshTopology res, Triangulation t, MeshBuilder.BuildSettings settings='MR::MeshBuilder::BuildSettings{}') |
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None | addTriangles (MeshTopology res, std_vector_Id_VertTag vertTriples, FaceBitSet createdFaces=None) |
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int | duplicateNonManifoldVertices (Triangulation t, FaceBitSet region=None, std_vector_MeshBuilder_VertDuplication dups=None) |
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MeshTopology | fromDisjointMeshPieces (Triangulation t, VertId maxVertId, std_vector_MeshBuilder_MeshPiece pieces, MeshBuilder.BuildSettings settings='MR::MeshBuilder::BuildSettings{}') |
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MeshTopology | fromFaceSoup (std_vector_Id_VertTag verts, Vector_MeshBuilder_VertSpan_FaceId faces, MeshBuilder.BuildSettings settings='MR::MeshBuilder::BuildSettings{}', func_bool_from_float progressCb='MR::ProgressCallback{}') |
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Mesh | fromPointTriples (std_vector_std_array_Vector3_float_3ul posTriples) |
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MeshTopology | fromTriangles (Triangulation t, MeshBuilder.BuildSettings settings='MR::MeshBuilder::BuildSettings{}', func_bool_from_float progressCb='MR::ProgressCallback{}') |
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MeshTopology | fromTrianglesDuplicatingNonManifoldVertices (Triangulation t, std_vector_MeshBuilder_VertDuplication dups=None, MeshBuilder.BuildSettings settings='MR::MeshBuilder::BuildSettings{}') |
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int | uniteCloseVertices (Mesh mesh, float closeDist, bool uniteOnlyBd=True, VertMap optionalVertOldToNew=None) |
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◆ addTriangles() [1/2]
adds triangles in the existing topology, auto selecting face ids for them;
vertTriples on output contain the remaining triangles that could not be added into the topology right now, but may be added later when other triangles appear in the mesh
◆ addTriangles() [2/2]
adds triangles in the existing topology, given face indecies must be free;
settings.region on output contain the remaining triangles that could not be added into the topology right now, but may be added later when other triangles appear in the mesh
◆ duplicateNonManifoldVertices()
resolve non-manifold vertices by creating duplicate vertices in the triangulation (which is modified)
return number of duplicated vertices
◆ fromDisjointMeshPieces()
construct mesh topology in parallel from given disjoint mesh pieces (which do not have any shared vertex)
and some additional triangles (in settings) that join the pieces
◆ fromFaceSoup()
construct mesh topology from face soup, where each face can have arbitrary degree (not only triangles)
◆ fromPointTriples()
construct mesh from point triples;
all coinciding points are given the same VertId in the result
◆ fromTriangles()
construct mesh topology from a set of triangles with given ids;
if skippedTris is given then it receives all input triangles not added in the resulting topology
◆ fromTrianglesDuplicatingNonManifoldVertices()
construct mesh topology from a set of triangles with given ids;
unlike simple fromTriangles() it tries to resolve non-manifold vertices by creating duplicate vertices;
triangulation is modified to introduce duplicates
◆ uniteCloseVertices()
int meshlib.mrmeshpy.MeshBuilder.uniteCloseVertices |
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Mesh | mesh, |
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float | closeDist, |
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bool | uniteOnlyBd = True, |
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VertMap | optionalVertOldToNew = None ) |
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the function finds groups of mesh vertices located closer to each other than \\param closeDist, and unites such vertices in one;
then the mesh is rebuilt from the remaining triangles
\\param optionalVertOldToNew is the mapping of vertices: before -> after
\\param uniteOnlyBd if true then only boundary vertices can be united, all internal vertices (even close ones) will remain
\\return the number of vertices united, 0 means no change in the mesh
The documentation for this class was generated from the following file: