Selva Compute API Reference - v2.1.0
    Preparing search index...
    Index

    Constructors

    Properties

    capacity: number

    Gets or sets the total number of mesh triangles and quads the internal data structure can hold without resizing.

    count: number

    Gets or sets the number of mesh faces. When getting this can includes invalid faces.

    quadCount: number

    Gets the number of faces that are valid quads (4 corners).

    triangleCount: number

    Gets the number of faces that are valid triangles (3 corners).

    Methods

    • ...

      Parameters

      • vertex1: number
      • vertex2: number
      • vertex3: number
      • vertex4: number

      Returns number

    • ...

      Parameters

      • vertex1: number
      • vertex2: number
      • vertex3: number

      Returns number

    • Returns void

      Clears the Face list on the mesh.

    • Parameters

      • planarTolerance: number

        If planarTolerance >= 0, then a quad is split if its vertices are not coplanar. If both planarTolerance = Rhino.RhinoMath.UnsetValue and angleToleranceRadians >= 0.0, then the planarity test is skipped.

      • angleToleranceRadians: number

        If angleToleranceRadians >= 0.0, then a quad is split if the angle between opposite corner normals is > angleToleranceRadians. The corner normal is the normal to the triangle formed by two adjacent edges and the diagonal connecting their endpoints. A quad has four corner normals. If both angleToleranceRadians = Rhino.RhinoMath.UnsetValue and planarTolerance >= 0.0, then the corner normal angle test is skipped.

      • splitMethod: number

        0 default Currently divides along the short diagonal. This may be changed as better methods are found or preferences change. By passing zero, you let the developers of this code decide what's best for you over time. 1 divide along the short diagonal 2 divide along the long diagonal 3 minimize resulting area 4 maximize resulting area 5 minimize angle between triangle normals 6 maximize angle between triangle normals

      Returns number

      Number of quads that were converted to triangles.

      Splits non-planar quads into two triangles based on given parameters.

    • Returns boolean

      true on success, false on failure.

      Splits all quads along the short diagonal.

    • Parameters

      • angleToleranceRadians: number

        Used to compare adjacent triangles' face normals. For two triangles to be considered, the angle between their face normals has to be <= angleToleranceRadians. When in doubt use RhinoMath.PI/90.0 (2 degrees).

      • minimumDiagonalLengthRatio: number

        ( <= 1.0) For two triangles to be considered the ratio of the resulting quad's diagonals (length of the shortest diagonal)/(length of longest diagonal). has to be >= minimumDiagonalLengthRatio. When in doubt us .875.

      Returns boolean

      true on success, false on failure.

      Joins adjacent triangles into quads if the resulting quad is 'nice'.

    • Returns number

      The number of degenerate faces that were removed.

      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.

    • Returns void

      Releases all memory allocated to store faces. The list capacity will be 0 after this call. Subsequent calls can add new items.

    • ...

      Parameters

      • index: number

      Returns number[]

    • Parameters

      • faceIndex: number

        A face index.

      Returns number[]

      The center point.

      Gets the center point of a face. For a triangular face, this is the centroid or barycenter.For a quad, this is the average of four comer points.

    • Parameters

      • faceIndex: number

        A face index.

      Returns object

      [boolean, Point3f, Point3f, Point3f, Point3f] (boolean) true if the operation succeeded, otherwise false. (Point3f) A first point. This out argument is assigned during the call. (Point3f) A second point. This out argument is assigned during the call. (Point3f) A third point. This out argument is assigned during the call. (Point3f) A fourth point. This out argument is assigned during the call.

      Gets the 3D location of the vertices forming a face.

    • Parameters

      • faceIndex: number

        A face index.

      Returns boolean

      true if that face makes the mesh open, otherwise false.

      Returns true if at least one of the face edges are not topologically connected to any other faces.

    • Parameters

      • faceIndex: number

        A face index.

      Returns boolean

      true if hidden, false if fully visible.

      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.

    • ...

      Parameters

      • index: number
      • vertex1: number
      • vertex2: number
      • vertex3: number
      • vertex4: number

      Returns boolean

    • ...

      Parameters

      • index: number
      • vertex1: number
      • vertex2: number
      • vertex3: number

      Returns boolean