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MeshUtilsCalculateNormals(Vector3, Int32, Int32, Int32, Boolean) Method |
CalculateNormals method calculates normals for the specified positions and and triangle indices arrays.
Namespace: Ab4d.SharpEngine.UtilitiesAssembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 2.0.8956+4c7684e186ca1be74e7a284fbe739d9a1b843d3c
Syntax public static Vector3[] CalculateNormals(
Vector3[] positions,
int[] indices,
int startTriangleIndex,
int indicesCount,
bool normalize = true
)
Parameters
- positions Vector3
- array of Vector3 that represents positions
- indices Int32
- array of integers that represents triangle indices
- startTriangleIndex Int32
- index of the first triangle index to process (note that this is not triangle index but index in the indices array so the startTriangleIndex for the second triangle is 3)
- indicesCount Int32
- number of triangle indices to process (to get indicesCount from the number of triangles multiply the number of triangle by 3)
- normalize Boolean (Optional)
- when true (by default), then the normals are normalized
Return Value
Vector3[Missing <returns> documentation for "M:Ab4d.SharpEngine.Utilities.MeshUtils.CalculateNormals(System.Numerics.Vector3[],System.Int32[],System.Int32,System.Int32,System.Boolean)"]
See Also