Mesh¶
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class
pyrender.
Mesh
(primitives, name=None, weights=None, is_visible=True)[source]¶ Bases:
object
A set of primitives to be rendered.
Parameters: Attributes Summary
bounds
The axis-aligned bounds of the mesh. centroid
The centroid of the mesh’s axis-aligned bounding box (AABB). extents
The lengths of the axes of the mesh’s AABB. is_transparent
If True, the mesh is partially-transparent. is_visible
Whether the mesh is visible. name
The user-defined name of this object. primitives
The primitives associated with this mesh. scale
The length of the diagonal of the mesh’s AABB. weights
Weights to be applied to morph targets. Methods Summary
from_points
(points[, colors, normals, …])Create a Mesh from a set of points. from_trimesh
(mesh[, material, is_visible, …])Create a Mesh from a Trimesh
.Attributes Documentation
Methods Documentation
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static
from_points
(points, colors=None, normals=None, is_visible=True, poses=None)[source]¶ Create a Mesh from a set of points.
Parameters: - points ((n,3) float) – The point positions.
- colors ((n,3) or (n,4) float, optional) – RGB or RGBA colors for each point.
- normals ((n,3) float, optionals) – The normal vectors for each point.
- is_visible (bool) – If False, the points will not be rendered.
- poses ((x,4,4)) – Array of 4x4 transformation matrices for instancing this object.
Returns: mesh – The created mesh.
Return type:
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static
from_trimesh
(mesh, material=None, is_visible=True, poses=None, wireframe=False, smooth=True)[source]¶ Create a Mesh from a
Trimesh
.Parameters: - mesh (
Trimesh
or list of them) – A triangular mesh or a list of meshes. - material (
Material
) – The material of the object. Overrides any mesh material. If not specified and the mesh has no material, a default material will be used. - is_visible (bool) – If False, the mesh will not be rendered.
- poses ((n,4,4) float) – Array of 4x4 transformation matrices for instancing this object.
- wireframe (bool) – If True, the mesh will be rendered as a wireframe object
- smooth (bool) – If True, the mesh will be rendered with interpolated vertex normals. Otherwise, the mesh edges will stay sharp.
Returns: mesh – The created mesh.
Return type: - mesh (
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static