Learn How To Split Mesh Using sub materials

In this tutorial, we'll create a mesh from a box and then manually assign sub material id for each polygon through a VertexElementMaterial. Next we will split the mesh into sub meshes using Aspose.3D's builtin algorithm. Finally, we will display the sub meshes on the 3D view.

//ExSummary: Please review the following code that demonstrates how to split a mesh by sub material id. You can make changes to the code and run it directly in your browser. //ExStepSummary:0: The code below demonstrates how to create a new 3D scene with a box mesh. //ExStepImage:0:step-0.png //ExStepSummary:1: The following code demonstrates how to use sub material to split the box mesh. //ExStepImage:1:step-0.png //ExStepSummary:2: The following code demonstrates how to use different transform to see different sub mesh. //ExStepImage:2:step-2.png //ExStart //ExStep:0- using Aspose.ThreeD; using Aspose.ThreeD.Utilities; using Aspose.ThreeD.Entities; using Aspose.ThreeD.Profiles; //Create a new 3D scene var scene = new Scene(); var mesh = (new Box()).ToMesh(); //ExStep:0-0 //Attach the mesh to the scene to we can see it scene.RootNode.CreateChildNode(mesh); //ExStep:1- //Create a material vertex element so we can manually assign material id to different polygons var materials = mesh.CreateElement(VertexElementType.Material) as VertexElementMaterial; materials.Indices.Add(0); materials.Indices.Add(0); materials.Indices.Add(0); materials.Indices.Add(1); materials.Indices.Add(1); materials.Indices.Add(1); //Default value is MappingMode.AllSame, we need to map the sub material id by polygon. //then the first sub mesh is from polygon 0,1,2, and second sub mesh is from polygon 3,4,5 materials.MappingMode = MappingMode.Polygon; var meshes = PolygonModifier.SplitMesh(mesh, SplitMeshPolicy.CloneData); //ExStep:1-1 //attach two sub meshes to different nodes so we can see them, but it looks like there's only one mesh. scene.RootNode.CreateChildNode(meshes[0]); scene.RootNode.CreateChildNode(meshes[1]); //ExStep:2-2 //Make each sub mesh to use different translation, then we can see two meshes. scene.RootNode.CreateChildNode(meshes[0]).Transform.Translation = new Vector3(0, 1, 0); scene.RootNode.CreateChildNode(meshes[1]).Transform.Translation = new Vector3(0, -1, 0); //ExStep:0- scene //ExEnd