Gets or sets the number of mesh faces. When getting this can includes invalid faces.
Gets the number of faces that are valid quads (4 corners).
Gets the number of faces that are valid triangles (3 corners).
If planarTolerance >= 0, then a quad is split if its vertices are not coplanar. If both planarTolerance = Rhino.RhinoMath.UnsetValue and angleToleranceRadians >= 0.0, then the planarity test is skipped.
If angleToleranceRadians >= 0.0, then a quad is split if the angle between opposite corner normals is > angleToleranceRadians. The corner normal is the normal to the triangle formed by two adjacent edges and the diagonal connecting their endpoints. A quad has four corner normals. If both angleToleranceRadians = Rhino.RhinoMath.UnsetValue and planarTolerance >= 0.0, then the corner normal angle test is skipped.
0 default Currently divides along the short diagonal. This may be changed as better methods are found or preferences change. By passing zero, you let the developers of this code decide what's best for you over time. 1 divide along the short diagonal 2 divide along the long diagonal 3 minimize resulting area 4 maximize resulting area 5 minimize angle between triangle normals 6 maximize angle between triangle normals
Number of quads that were converted to triangles.
Splits non-planar quads into two triangles based on given parameters.
Used to compare adjacent triangles' face normals. For two triangles to be considered, the angle between their face normals has to be <= angleToleranceRadians. When in doubt use RhinoMath.PI/90.0 (2 degrees).
( <= 1.0) For two triangles to be considered the ratio of the resulting quad's diagonals (length of the shortest diagonal)/(length of longest diagonal). has to be >= minimumDiagonalLengthRatio. When in doubt us .875.
true on success, false on failure.
Joins adjacent triangles into quads if the resulting quad is 'nice'.
The number of degenerate faces that were removed.
Attempts to removes degenerate faces from the mesh. Degenerate faces are faces that contains such a combination of indices, that their final shape collapsed in a line or point.Before returning, this method also attempts to repair faces by juggling vertex indices.
A face index.
[boolean, Point3f, Point3f, Point3f, Point3f] (boolean) true if the operation succeeded, otherwise false. (Point3f) A first point. This out argument is assigned during the call. (Point3f) A second point. This out argument is assigned during the call. (Point3f) A third point. This out argument is assigned during the call. (Point3f) A fourth point. This out argument is assigned during the call.
Gets the 3D location of the vertices forming a face.
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Gets or sets the total number of mesh triangles and quads the internal data structure can hold without resizing.