ITriangulatorResult#

class ansys.stk.core.graphics.ITriangulatorResult#

The result from triangulation: a triangle mesh defined using an indexed triangle list. This is commonly visualized with the triangle mesh primitive or surface mesh primitive.

Overview#

positions

Get the positions of the mesh. Three array elements (in the order x, y, z) constitute one position.

normals

Get the normals of the mesh. Every position in positions has corresponding normal. Normals are commonly used for lighting. Three array elements (in the order x, y, z) constitute one normal.

indices

Get indices into positions and normals. Every 3 indices represent 1 triangle. The indices returned consider the three components of a position or normal (x, y, and z) as a single array element…

triangle_winding_order

Get the orientation of front-facing triangles in the mesh.

bounding_sphere

Get the bounding sphere that encompasses the mesh.

Import detail#

from ansys.stk.core.graphics import ITriangulatorResult

Property detail#

property ITriangulatorResult.positions: list#

Get the positions of the mesh. Three array elements (in the order x, y, z) constitute one position.

property ITriangulatorResult.normals: list#

Get the normals of the mesh. Every position in positions has corresponding normal. Normals are commonly used for lighting. Three array elements (in the order x, y, z) constitute one normal.

property ITriangulatorResult.indices: list#

Get indices into positions and normals. Every 3 indices represent 1 triangle. The indices returned consider the three components of a position or normal (x, y, and z) as a single array element…

property ITriangulatorResult.triangle_winding_order: WindingOrder#

Get the orientation of front-facing triangles in the mesh.

property ITriangulatorResult.bounding_sphere: BoundingSphere#

Get the bounding sphere that encompasses the mesh.