static void loopTheNodes(ManagedSceneNode node) { ManagedMesh lMesh = node.GetMesh(); Console.WriteLine(node.GetName() + ":"); if (lMesh.IsValid) { Console.WriteLine("mesh:" + lMesh.GetName() + " control points count: " + lMesh.GetControlPointCount()); Console.WriteLine("polygon count: " + lMesh.GetPolygonCount()); for (int i = 0; i < lMesh.GetControlPointCount(); i++) { double[] vector4 = lMesh.GetControlPointAt(i); } } int count = node.GetChildCount(); for (int i = 0; i < count; i++) { ManagedSceneNode current = node.GetChild(i); loopTheNodes(current); } }
public bool ComputeEdgeSmoothingFromPolygonSmoothing(ManagedMesh pMesh, int pIndex = 0) { return(GeometryConverter_ComputeEdgeSmoothingFromPolygonSmoothing(m_nativeObject, pMesh.NativeObject, pIndex)); }
public bool EmulateNormalsByPolygonVertex(ManagedMesh pMesh) { return(GeometryConverter_EmulateNormalsByPolygonVertex(m_nativeObject, pMesh.NativeObject)); }
public bool ComputeEdgeSmoothingFromNormals(ManagedMesh pMesh) { return(GeometryConverter_ComputeEdgeSmoothingFromNormals(m_nativeObject, pMesh.NativeObject)); }
public ManagedMesh TriangulateMesh(ManagedMesh pMesh, bool pReplace, bool pLegacy) { IntPtr nativeMesh = GeometryConverter_TriangulateMesh(m_nativeObject, pMesh.NativeObject, pReplace, pLegacy); return(new ManagedMesh(nativeMesh)); }