MeshFaceList

class rhino3dm.MeshFaceList
Count

int: Gets or sets the number of mesh faces. When getting this can includes invalid faces.

QuadCount

int: Gets the number of faces that are valid quads (4 corners).

TriangleCount

int: Gets the number of faces that are valid triangles (3 corners).

Capacity

int: Gets or sets the total number of mesh triangles and quads the internal data structure can hold without resizing.

__len__()

[todo] add documentation

__getitem__()

[todo] add documentation

GetFaceVertices(faceIndex)

Gets the 3D location of the vertices forming a face.

Parameters:

faceIndex (int) – A face index.

Returns:

tuple (bool, Point3f, Point3f, Point3f, Point3f)

  • True if the operation succeeded, otherwise false.

  • A first point. This out argument is assigned during the call.

  • A second point. This out argument is assigned during the call.

  • A third point. This out argument is assigned during the call.

  • A fourth point. This out argument is assigned during the call.

Return type:

(bool, Point3f, Point3f, Point3f, Point3f)

GetFaceCenter(faceIndex)

Gets the center point of a face. For a triangular face, this is the centroid or barycenter.For a quad, this is the average of four comer points.

Parameters:

faceIndex (int) – A face index.

Returns:

The center point.

Return type:

rhino3dm.Point3d

Clear()

Clears the Face list on the mesh.

Return type:

void

Destroy()

Releases all memory allocated to store faces. The list capacity will be 0 after this call. Subsequent calls can add new items.

Return type:

void

AddFace(vertex1, vertex2, vertex3)

Appends a new mesh face to the end of the mesh face list.

Returns:

The index of the newly added face.

Return type:

int

AddFace(vertex1, vertex2, vertex3, vertex4)

Appends a new mesh face to the end of the mesh face list.

Returns:

The index of the newly added face.

Return type:

int

SetFace(index, vertex1, vertex2, vertex3)

Sets a face at a specific index of the mesh.

Returns:

True if the operation succeeded, otherwise false.

Return type:

bool

SetFace(index, vertex1, vertex2, vertex3, vertex4)

Sets a face at a specific index of the mesh.

Returns:

True if the operation succeeded, otherwise false.

Return type:

bool

ConvertQuadsToTriangles()

Splits all quads along the short diagonal.

Returns:

True on success, False on failure.

Return type:

bool

ConvertNonPlanarQuadsToTriangles()

Splits non-planar quads into two triangles based on given parameters.

Parameters:
  • planarTolerance (float) – 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.

  • angleToleranceRadians (float) – 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.

  • splitMethod (int) – 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

Returns:

Number of quads that were converted to triangles.

Return type:

int

ConvertTrianglesToQuads()

Joins adjacent triangles into quads if the resulting quad is ‘nice’.

Parameters:
  • angleToleranceRadians (float) – 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).

  • minimumDiagonalLengthRatio (float) – ( <= 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.

Returns:

True on success, False on failure.

Return type:

bool

CullDegenerateFaces()

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.

Returns:

The number of degenerate faces that were removed.

Return type:

int

IsHidden()

Gets a value indicating whether a face is hidden. A face is hidden if, and only if, at least one of its vertices is hidden.

Parameters:

faceIndex (int) – A face index.

Returns:

True if hidden, False if fully visible.

Return type:

bool

HasNakedEdges()

Returns True if at least one of the face edges are not topologically connected to any other faces.

Parameters:

faceIndex (int) – A face index.

Returns:

True if that face makes the mesh open, otherwise false.

Return type:

bool