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cadex.ModelData.IndexedTriangleSet Class Reference

Defines a polygonal shape consisting of triangles. More...

Inheritance diagram for cadex.ModelData.IndexedTriangleSet:
cadex.ModelData.MeshShape cadex.BaseObject

Public Member Functions

 IndexedTriangleSet (global::System.IntPtr cPtr, bool cMemoryOwn)
 Adds triangles.
 
bool AddTriangles (cadex.Collections.PointList theVertices, cadex.Collections.IntList theVertexIndices)
 
bool AddTriangles (cadex.Collections.PointList theVertices, cadex.Collections.IntList theVertexIndices, cadex.Collections.VectorList theNormals, cadex.Collections.IntList theNormalIndices)
 Adds triangles.
 
bool AddTriangles (cadex.ModelData.IndexedTriangleSet theTriangleSet)
 Adds triangles from theTriangleSet.
 
cadex.Geom.Point Vertex (int theIndex)
 Returns a vertex.
 
uint NumberOfVertices ()
 Returns a number of vertices.
 
bool HasNormals ()
 Returns true if the triangle set has explicitly defined normals.
 
cadex.Geom.Vector Normal (int theIndex)
 Returns a normal.
 
uint NumberOfNormals ()
 Returns a number of normals.
 
cadex.Geom.Point TriangleVertex (uint theTriangleIndex, uint theVertexSlot)
 Returns a vertex of a triangle.
 
int TriangleVertexIndex (uint theTriangleIndex, uint theVertexSlot)
 Returns a vertex index in a triangle.
 
cadex.Geom.Vector TriangleVertexNormal (uint theTriangleIndex, uint theVertexSlot)
 Returns a normal at vertex in a triangle.
 
int TriangleVertexNormalIndex (uint theTriangleIndex, uint theVertexSlot)
 Returns a normal index for vertex in a triangle.
 
cadex.Geom.Vector TriangleNormal (uint theTriangleIndex)
 Returns a normal of a triangle.
 
uint NumberOfTriangles ()
 Returns a number of triangles.
 
- Public Member Functions inherited from cadex.ModelData.MeshShape
 MeshShape (global::System.IntPtr cPtr, bool cMemoryOwn)
 
- Public Member Functions inherited from cadex.BaseObject
 BaseObject (global::System.IntPtr cPtr, bool cMemoryOwn)
 
void Dispose ()
 
bool IsNull ()
 
ulong Id ()
 Return unique identifier of public object.
 
bool IsEqual (cadex.BaseObject theObj)
 
override int GetHashCode ()
 
override bool Equals (System.Object o)
 

Static Public Member Functions

static new bool CompareType (cadex.BaseObject theObject)
 
static cadex.ModelData.IndexedTriangleSet Cast (cadex.ModelData.MeshShape theBase)
 
- Static Public Member Functions inherited from cadex.ModelData.MeshShape
static bool CompareType (cadex.BaseObject theObject)
 Check the type of object. Returns true if the specified object is this class type.
 
static cadex.ModelData.MeshShape Cast (cadex.BaseObject theBase)
 

Protected Member Functions

override void Dispose (bool disposing)
 
- Protected Member Functions inherited from cadex.ModelData.MeshShape
override void Dispose (bool disposing)
 

Detailed Description

Defines a polygonal shape consisting of triangles.

Triangles are defined via array of unique vertices and triplets of indices in this array. This is to describe connectivity and to reduce data required to describe a triangle set.

The triangle set can optionally contain normals which are defined per each vertex. Normals also use indexing in the same manner as vertices.

A triangle set can be constructed using AddTriangles(), supplying unique vertices and indices describing triangles, for instance:

//vertices
IndexedTriangleSet::VertexVecType aVertices = {
{ 0., 0., 0. },
{ 1., 0., 0. },
{ 1., 1., 0. },
{ 0., 1., 1. }
};
//triangles (vertex indices)
IndexedTriangleSet::IndexVecType aVertexIndices = {
0, 1, 2,
0, 2, 3
};
//normals
IndexedTriangleSet::NormalVecType aNormals = {
{ 0., 0., 1. }, //to triangle #0: {0, 1, 2}
{ 1., -1., 1. }, //to triangle #1: {0, 2, 3}
};
//normal indices
IndexedTriangleSet::IndexVecType aNormalIndices = {
0, 0, 0,
1, 1, 1
};
ModelData::IndexedTriangleSet aTriangleSet;
aTriangleSet.AddTriangles (aVertices, aVertexIndices, aNormals, aNormalIndices);

The user must ensure data consistency so that the number of normals is equal to number of added vertices. Otherwise, triangles won't be added.

Data can be queried using the rank number of triangle and a vertex slot (0 to 2), for instance:

size_t n = aTriangleSet.NumberOfTriangles();
for (size_t i = 0; i < n; ++i) {
cout << "Triangle " << i << ":" << endl;
for (int j = 0; j < 3; ++j) {
const auto& aV = aTS.TriangleVertex (i, j);
const auto& aN = aTS.TriangleVertexNormal (i, j);
}
}

Coordinate and normal indices into respective arrays of unique values can be queried using TriangleVertexIndex() and TriangleVertexNormalIndex() respectively.

Examples
exploring/mesh/Program.cs, exploring/mesh/main.cxx, meshing/mesh_generation/Program.cs, and meshing/mesh_generation/main.cxx.

Constructor & Destructor Documentation

◆ IndexedTriangleSet()

cadex.ModelData.IndexedTriangleSet.IndexedTriangleSet ( global.System.IntPtr cPtr,
bool cMemoryOwn )
inline

Adds triangles.

The number of values ​​in theVertexIndices must be a multiple of three, since each triplet defines a triangle.

Returns true if the triangles were successfully added and false otherwise.

Constructor.

Creates not initialized object, for which IsNull() returns true.

Member Function Documentation

◆ AddTriangles()

bool cadex.ModelData.IndexedTriangleSet.AddTriangles ( cadex.Collections.PointList theVertices,
cadex.Collections.IntList theVertexIndices,
cadex.Collections.VectorList theNormals,
cadex.Collections.IntList theNormalIndices )
inline

Adds triangles.

The number of values ​​in theVertexIndices and theNormalIndices must be the same and a multiple of three, since each triple defines a vertex and vertex normal of a triangle, respectively.

Returns true if the triangles were successfully added and false otherwise.

◆ Dispose()

override void cadex.ModelData.IndexedTriangleSet.Dispose ( bool disposing)
inlineprotectedvirtual

Reimplemented from cadex.BaseObject.

◆ HasNormals()

bool cadex.ModelData.IndexedTriangleSet.HasNormals ( )
inline

Returns true if the triangle set has explicitly defined normals.

See also
NumberOfNormals().
Examples
exploring/mesh/Program.cs, and exploring/mesh/main.cxx.

◆ Normal()

cadex.Geom.Vector cadex.ModelData.IndexedTriangleSet.Normal ( int theIndex)
inline

Returns a normal.

theIndex must be in the range [0, NumberOfNormals()-1]. Otherwise the result is undefined.

◆ TriangleNormal()

cadex.Geom.Vector cadex.ModelData.IndexedTriangleSet.TriangleNormal ( uint theTriangleIndex)
inline

Returns a normal of a triangle.

theTriangleIndex must be in the range [0, NumberOfTriangles()-1]. Otherwise the result is undefined.

The normal is calculated on the fly based on the vertices of the triangle.

In case of a degenerate triangle the zero vector will be returned.

◆ TriangleVertex()

cadex.Geom.Point cadex.ModelData.IndexedTriangleSet.TriangleVertex ( uint theTriangleIndex,
uint theVertexSlot )
inline

Returns a vertex of a triangle.

theTriangleIndex must be in the range [0, NumberOfTriangles()-1]. Otherwise the result is undefined. theVertexSlot must be in the range [0, 2]. Otherwise the result is undefined.

See also
TriangleVertexIndex().
Examples
exploring/mesh/Program.cs, exploring/mesh/main.cxx, meshing/mesh_generation/Program.cs, and meshing/mesh_generation/main.cxx.

◆ TriangleVertexIndex()

int cadex.ModelData.IndexedTriangleSet.TriangleVertexIndex ( uint theTriangleIndex,
uint theVertexSlot )
inline

Returns a vertex index in a triangle.

theTriangleIndex must be in the range [0, NumberOfTriangles()-1]. theVertexSlot must be in the range [0, 2].

If the vertex index was not found -1 will be returned.

See also
TriangleVertex().
Examples
exploring/mesh/Program.cs, exploring/mesh/main.cxx, meshing/mesh_generation/Program.cs, and meshing/mesh_generation/main.cxx.

◆ TriangleVertexNormal()

cadex.Geom.Vector cadex.ModelData.IndexedTriangleSet.TriangleVertexNormal ( uint theTriangleIndex,
uint theVertexSlot )
inline

Returns a normal at vertex in a triangle.

theTriangleIndex must be in the range [0, NumberOfTriangles()-1]. Otherwise the result is undefined. theVertexSlot must be in the range [0, 2]. Otherwise the result is undefined.

See also
TriangleVertexNormalIndex().
Examples
exploring/mesh/Program.cs, and exploring/mesh/main.cxx.

◆ TriangleVertexNormalIndex()

int cadex.ModelData.IndexedTriangleSet.TriangleVertexNormalIndex ( uint theTriangleIndex,
uint theVertexSlot )
inline

Returns a normal index for vertex in a triangle.

theTriangleIndex must be in the range [0, NumberOfTriangles()-1]. theVertexSlot must be in the range [0, 2].

If the normal index was not found -1 will be returned.

See also
TriangleVertexNormal().

◆ Vertex()

cadex.Geom.Point cadex.ModelData.IndexedTriangleSet.Vertex ( int theIndex)
inline

Returns a vertex.

theIndex must be in the range [0, NumberOfVertices()-1]. Otherwise the result is undefined.