The MeshFaceList type exposes the following members.
Appends a new mesh face to the end of the mesh face list.
|AddFace(Int32, Int32, Int32)|
Appends a new triangular face to the end of the mesh face list.
|AddFace(Int32, Int32, Int32, Int32)|
Appends a new quadragular face to the end of the mesh face list.
Appends a list of faces to the end of the mesh face list.
Gets all faces that share a topological edge with a given face.
Clears the Face list on the mesh.
Splits all quads along the short diagonal.
Joins adjacent triangles into quads if the resulting quad is 'nice'.
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.
Removes a collection of faces from the mesh without affecting the remaining geometry.
Determines whether the specified object is equal to the current object.(Inherited from Object.)
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.(Inherited from Object.)
Find all connected face indices where adjacent face normals meet the criteria of angleRadians and greaterThanAngle
Uses startFaceIndex and finds all connected face indexes up to unwelded or naked edges. If treatNonmanifoldLikeUnwelded is true then non-manifold edges will be considered as unwelded or naked
Gets an enumerator that yields all faces in this collection.
Returns the mesh face at the given index.
Gets the bounding box of a face.
Gets the center point of a face.
For a triangular face, this is considered the centroid or barycenter.
For a quad, this is considered the bimedians intersection (the avarage of four points).
Gets the 3D location of the vertices forming a face.
Serves as the default hash function.(Inherited from Object.)
Gets the topology vertex indices of a face.
Gets the Type of the current instance.(Inherited from Object.)
Returns true if at least one of the face edges are not topologically connected to any other faces.
Inserts a mesh face at a defined index in this list.
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.
Creates a shallow copy of the current Object.(Inherited from Object.)
Removes a face from the mesh.
Sets a face at a specific index of the mesh.
|SetFace(Int32, Int32, Int32, Int32)|
Sets a triangular face at a specific index of the mesh.
|SetFace(Int32, Int32, Int32, Int32, Int32)|
Sets a quadrangular face at a specific index of the mesh.
Copies all of the faces to a linear integer of indices
Returns a string that represents the current object.(Inherited from Object.)