This class implements a Mesh for indexed triangles.
Rather than defining each triangle directly as an array of vertices, an array containing x, y and z values for each unique vertex in the part is defined. Then triangles are defined by arrays of indices that refer to elements of this vertex array. This allows triangles to share vertices, thus reducing the number of vertices, and enabling the computation of smooth shade normals.
Note that while the vertices array contains 3 elements per point (x, y and z), the elements in the indices array are interpreted as vertex indices. For example, if vertices contains 3 vertices A, B and C:
vertices = [Ax, Ay, Az, Bx, By, Bz, Cx, Cy, Cz];
Then vertex A is at index 0, vertex B and 1 and vertex C at 2. So the triangle containing these vertices would be defined with
indices = [0, 1, 2];
Returns a copy of the BoundingBox of the mesh
A readonly array containing the indices of the mesh
The number of primitives in the mesh.
The type of primitives that are used in the mesh.
A readonly array containing the 2d texture coordinates of the mesh
A readonly array containing the vertices of the mesh
The number of vertices in the mesh.
Returns a copy of the vertex indices of a given primitive.
Creates an indexed triangle mesh with the given vertices and indices.
Preserve sharp edges by splitting vertices on edges where the surface normal of the two triangles sharing the edge is more than the given angle (in degrees).
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