PolygonModifier

PolygonModifier class

Utilities to modify polygons

public class PolygonModifier

Methods

Name Description
static BuildTangentBinormal(Mesh) This will create tangent and binormal on the mesh Normal is required, if normal is not existing on the mesh, it will also create the normal data from position. UV is also required, an exception will be raised if no UV found.
static BuildTangentBinormal(Scene) This will create tangent and binormal on all meshes of the scene Normal is required, if normal is not existing on the mesh, it will also create the normal data from position. UV is also required, the mesh will be ignored if no UV is defined.
static GenerateNormal(Mesh) Generate normal data from Mesh definition
static GenerateUV(Mesh) Generate UV data from the given input mesh
static GenerateUV(Mesh, VertexElementNormal) Generate UV data from the given input mesh and specified normal data.
static MergeMesh(IList<Node>)
static MergeMesh(Node) Convert a whole node to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet
static MergeMesh(Scene) Convert a whole scene to a single transformed mesh Vertex elements like normal/texture coordinates are not supported yet
static Scale(Node, Vector3) Scale all geometries(Scale the control points not the transformation matrix) in this node
static Scale(Scene, Vector3) Scale all geometries(Scale the control points not the transformation matrix) in this scene
static SplitMesh(Mesh, SplitMeshPolicy) Split mesh into sub-meshes by VertexElementMaterial. Each sub-mesh will use only one material. The original mesh will not get changed.
static SplitMesh(Scene, SplitMeshPolicy, bool) Split mesh into sub-meshes by VertexElementMaterial. Each sub-mesh will use only one material. Perform mesh splitting on all nodes of the scene.
static SplitMesh(Node, SplitMeshPolicy, bool, bool) Split mesh into sub-meshes by VertexElementMaterial. Each sub-mesh will use only one material. Perform mesh splitting on a node
static Triangulate(IList<Vector4>)
static Triangulate(Mesh) Convert a polygon-based mesh into full triangle mesh
static Triangulate(Scene) Convert all polygon-based meshes into full triangle mesh
static Triangulate(IList<Vector4>, IList<int[]>)
static Triangulate(IList<Vector4>, int[])
static Triangulate(IList<Vector4>, IList<int[]>, bool, out Vector3[])

See Also