![]() Gets the number of Triangle IDs in the mesh. Note that this is a function on Dynamic Mesh directly. Returns the number of triangles in the mesh. Returns a Vector List of all the mesh vertex positions (possibly large!). Gets the 3D position of a mesh vertex, by Vertex ID. Returns an IndexList of all Vertex IDs in mesh. Returns true if a Vertex ID refers to a valid vertex. Gets the number of Vertex IDs in the mesh, which may be larger than the Vertex Count, if the mesh is not dense. In this context, VertexID and TriangleID are integers. These functions provide low-level information about the elements of a mesh. Removes any triangles in the mesh that are not visible from the exterior view, under various definitions of "visible" and "outside." ![]() Removes connected components of the mesh that have a volume, area, or triangle count below a threshold. Tries to fill all open boundary loops (such as holes in the geometry surface) of a mesh. Welds any open boundary edges of the mesh together if possible in order to remove "cracks." This function tries to automatically reorient the Normals of a mesh so that they are consistent, such as fixing flipped normals. Note that this may prevent many functions from working. Removes the Attribute Set from a Dynamic Mesh, such as all UVs, Normals, Material IDs, Vertex Colors, and extended Polygroup Layers. These functions apply various mesh subdivision strategies to a Dynamic Mesh Asset.Ĭompacts the mesh's vertices and triangles to remove any "holes" in the Vertex ID or Triangle ID lists (see discussion in Low-Level Mesh Queries section). Mesh-Boolean-Union an object with itself to repair self-intersections, remove floating geometry, etc.Īpplies Mesh Bevel operation to all PolyGroup Edges. Replaces the mesh with an SDF-based offset mesh approximation. Replaces the mesh with a voxelized-and-meshed approximation (VoxWrap operation). For example, it creates a solid from an open triangulated polygon. For example, to create a thickened shell.Įxtrudes the triangles of a mesh along a constant direction. Moves a copy of the mesh's triangles to an offset surface, and stitches them to the original triangles. Moves the vertices of a mesh to an offset surface. Mirrors a mesh across a plane, with optional cutting and welding of triangles. Slices a mesh into two halves, with optional hole filling. They do not change the mesh topology or connectivity.Īpplies a Boolean operation (such as, Union, Intersect, and Subtract) to a Dynamic Mesh based on a second mesh.Īpplies a plane cut to a mesh, optionally filling any holes created. ![]() ![]() These functions are used to manipulate the Vertex Positions of a Dynamic Mesh. Sweeps a 2D polygon along an arbitrary 3D path using a selected Dynamic Mesh.Īppends a linear staircase using a selected Dynamic Mesh.Īppends a rising circular staircase using a selected Dynamic Mesh. Revolves an open 2D path, with optional top and bottom end caps.Įxtrudes a 2D polygon along a vertical path using a selected Dynamic Mesh. Revolves a 2D polygon on a helical path, like one used to create a vertical spiral. ![]() Appends a 3D box to a specified Dynamic Mesh.Īppends a 3D Sphere triangulated using latitude/longitude topology to a Dynamic Mesh.Īppends a 3D sphere triangulated using box topology to a Dynamic Mesh.Īppends a 3D Cylinder (with optional end caps) to a Dynamic Mesh.Īppends a 3D torus (donut), or partial-torus to a Dynamic Mesh.Īppends a planar Rectangle to a Dynamic Mesh.Īppends a planar Rectangle with Rounded Corners (RoundRect) to a Dynamic Mesh.Īppends a Delaunay triangulation of a planar 2D polygon to a Dynamic Mesh.Īppends the surface-of-revolution of a 2D polygon, full or optionally-capped partial revolution to a Dynamic Mesh. ![]()
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