MeshVertexList
ReferencesProperties
Indexers
this[]
#| index (int) | Index of control vertex to access. |
| IndexOutOfRangeException | Thrown when the index is invalid. |
Methods
| vertex (Point3d) | Location of new vertex. |
| vertex (Point3f) | Location of new vertex. |
This overload accepts double-precision points.
| vertices (IEnumerable<Point3d>) | A list, an array or any enumerable set of Point3d. |
This overload accepts single-precision points.
| vertices (IEnumerable<Point3f>) | A list, an array or any enumerable set of Point3f. |
This forces unaligned mesh vertices to the same location and is helpful to clean meshes for 3D printing.
All vertices are considered, not only those on naked edges. Use whichVertices to restrict which ones are moved, or Align(double, bool, bool) to move and align onto naked vertices only.
See the
_AlignVertices Rhino command for more information.| distance (double) | Distance that should not be exceed when modifying the mesh. |
| average (bool) | If true, vertices that are candidates for one another are moved towards each other, rather than one of them being privileged and the others moved onto it. |
| whichVertices (IEnumerable<bool> = null) | If not null, defines which vertices should be considered for adjustment. |
This forces unaligned mesh vertices to the same location and is helpful to clean meshes for 3D printing.
See the
_AlignVertices Rhino command for more information.| distance (double) | Distance that should not be exceed when modifying the mesh. |
| onlyNaked (bool) | If true, only vertices that lie along naked edges are moved, and only such vertices are used as targets to align to. |
| average (bool) | If true, vertices that are candidates for one another are moved towards each other, rather than one of them being privileged and the others moved onto it. |
This forces unaligned mesh vertices to the same location and is helpful to clean meshes for 3D printing.
All vertices are considered, not only those on naked edges. Use whichVertices to restrict which ones are moved, or Align(double, bool, bool) to move and align onto naked vertices only.
See the
_AlignVertices Rhino command for more information.| distance (double) | Distance that should not be exceed when modifying the mesh. |
| whichVertices (IEnumerable<bool> = null) | If not null, defines which vertices should be considered for adjustment. |
This forces unaligned mesh vertices to the same location and is helpful to clean meshes for 3D printing.
All vertices are considered, not only those on naked edges. Use whichVertices to restrict which ones are moved, or Align(IEnumerable<Mesh>, double, bool, bool) to move and align onto naked vertices only.
See the
_AlignVertices Rhino command for more information.| meshes (IEnumerable<Mesh>) | The enumerable of meshes that need to have vertices adjusted. |
| distance (double) | Distance that should not be exceed when modifying the mesh. |
| average (bool) | If true, vertices that are candidates for one another are moved towards each other, rather than one of them being privileged and the others moved onto it. |
| whichVertices (IEnumerable<IEnumerable<bool>> = null) | If not null, defines which vertices should be considered for adjustment. If this parameter is non-null, then all items within it have to be non-null as well, defining for each mesh, which vertices to adjust. |
This forces unaligned mesh vertices to the same location and is helpful to clean meshes for 3D printing.
See the
_AlignVertices Rhino command for more information.| meshes (IEnumerable<Mesh>) | The enumerable of meshes that need to have vertices adjusted. |
| distance (double) | Distance that should not be exceed when modifying the mesh. |
| onlyNaked (bool) | If true, only vertices that lie along naked edges are moved, and only such vertices are used as targets to align to. |
| average (bool) | If true, vertices that are candidates for one another are moved towards each other, rather than one of them being privileged and the others moved onto it. |
Align
#This forces unaligned mesh vertices to the same location and is helpful to clean meshes for 3D printing.
All vertices are considered, not only those on naked edges. Use whichVertices to restrict which ones are moved, or Align(IEnumerable<Mesh>, double, bool, bool) to move and align onto naked vertices only.
See the
_AlignVertices Rhino command for more information.| meshes (IEnumerable<Mesh>) | The enumerable of meshes that need to have vertices adjusted. |
| distance (double) | Distance that should not be exceed when modifying the mesh. |
| whichVertices (IEnumerable<IEnumerable<bool>> = null) | If not null, defines which vertices should be considered for adjustment. If this parameter is non-null, then all items within it have to be non-null as well, defining for each mesh, which vertices to adjust. |
| ignoreNormals (bool) | If true, vertex normals will not be taken into consideration when comparing vertices. |
| ignoreAdditional (bool) | If true, texture coordinates, colors, and principal curvatures will not be taken into consideration when comparing vertices. |
Subsequent calls can add new items.
| vertexIndex (int) | The index of a vertex to query. |
| vertexIndex (int) | A vertex index in the mesh. |
| vertexIndex (int) | The index of a vertex in the mesh. |
| vertexIndex (int) | Index of vertex to hide. |
| index (int) |
| indices (IEnumerable<int>) | Vertex indices to remove. |
| shrinkFaces (bool) | If true, quads that reference the deleted vertex will be converted to triangles. |
If [index] is less than [Count], the existing vertex at [index] will be modified.
If [index] equals [Count], a new vertex is appended to the end of the vertex list.
If [index] is larger than [Count], the function will return false.
| index (int) | Index of vertex to set. |
| x (double) | X component of vertex location. |
| y (double) | Y component of vertex location. |
| z (double) | Z component of vertex location. |
| updateNormals (bool) | Set to true if you'd like the vertex and face normals impacted by the change updated. |
If [index] is less than [Count], the existing vertex at [index] will be modified.
If [index] equals [Count], a new vertex is appended to the end of the vertex list.
If [index] is larger than [Count], the function will return false.
If [index] is less than [Count], the existing vertex at [index] will be modified.
If [index] equals [Count], a new vertex is appended to the end of the vertex list.
If [index] is larger than [Count], the function will return false.
If [index] is less than [Count], the existing vertex at [index] will be modified.
If [index] equals [Count], a new vertex is appended to the end of the vertex list.
If [index] is larger than [Count], the function will return false.
If [index] is less than [Count], the existing vertex at [index] will be modified.
If [index] equals [Count], a new vertex is appended to the end of the vertex list.
If [index] is larger than [Count], the function will return false.
| vertexIndex (int) | Index of vertex to show. |
| item (Point3f) |
| item (Point3f) |
| item (Point3f) |