Table of Contents

Class BlockInfo

Namespace
easyar

The model obtained from dense reconstruction is represented using a triangular mesh, referred to as a mesh. Since the mesh undergoes frequent updates, to ensure efficiency, the entire reconstructed model's mesh is divided into numerous mesh blocks. A mesh block consists of a cube with a side length of approximately 1 meter, containing elements such as vertices and indices. BlockInfo is used to describe the content of a mesh block. Here, (x,y,z) is the index of the mesh block. Multiplying (x,y,z) by the physical size of each mesh block gives the origin coordinates of this mesh block in the world coordinate system. By using the position of the mesh block in the world, the parts that need to be displayed can be filtered in advance to save rendering time.

Record BlockInfo
BlockInfo

Properties

x

The x in the index (x,y,z) of a mesh block.

int x
int x
public int x
public Int x
@property (nonatomic) int x
public var x: Int32
public int x

y

The y in the index (x,y,z) of a mesh block.

int y
int y
public int y
public Int y
@property (nonatomic) int y
public var y: Int32
public int y

z

The z in the index (x,y,z) of a mesh block.

int z
int z
public int z
public Int z
@property (nonatomic) int z
public var z: Int32
public int z

numOfVertex

The number of vertices contained in a mesh block.

int numOfVertex
int numOfVertex
public int numOfVertex
public Int numOfVertex
@property (nonatomic) int numOfVertex
public var numOfVertex: Int32
public int numOfVertex

startPointOfVertex

The starting position of vertex data stored in the vertex buffer, indicating from which vertex it belongs to the current mesh block. It is not equal to the byte offset; the offset of the starting position is startPointOfVertex34 bytes.

int startPointOfVertex
int startPointOfVertex
public int startPointOfVertex
public Int startPointOfVertex
@property (nonatomic) int startPointOfVertex
public var startPointOfVertex: Int32
public int startPointOfVertex

numOfIndex

The number of indices contained in a mesh block, where every three consecutive vertices form a triangular face.

int numOfIndex
int numOfIndex
public int numOfIndex
public Int numOfIndex
@property (nonatomic) int numOfIndex
public var numOfIndex: Int32
public int numOfIndex

startPointOfIndex

Similar to startPointOfVertex. The starting position of index data stored in the index buffer, indicating from which index it belongs to the current mesh block. It is not equal to the byte offset; the offset of the starting position is startPointOfIndex34 bytes.

int startPointOfIndex
int startPointOfIndex
public int startPointOfIndex
public Int startPointOfIndex
@property (nonatomic) int startPointOfIndex
public var startPointOfIndex: Int32
public int startPointOfIndex

version

The number of times the current mesh block has been updated; a higher version indicates more updates. If the version of a mesh block increases after calling updateSceneMesh, it means that its content has changed.

int version
int version
public int version
public Int version
@property (nonatomic) int version
public var version: Int32
public int version