Mesh
Returns the area of the provided Mesh
            
Returns the number of edges in the Mesh
            
Returns raw vertices of this mesh as a list of numbers. Each set of
            six consecutive numbers represents two points
            
The vertex indices that make up each face in a counterclockwise fashion
            
Returns the number of triangles in the Mesh
            
Returns raw vertices of this mesh as a list of numbers. Each set of
            nine consecutive numbers represents three points of a triangle
            
Returns the number of vertices in the Mesh
            
The normal vector at this vertex
            
The positions of the vertices
            
Returns raw vertices of this mesh as a list of numbers. Each set of
            three consecutive numbers represents a point.
            
Returns the volume of the provided Mesh
            
public static Mesh ByGeometry(Geometry inputGeometry, double tolerance = -1, int maxGridLines = 512)
Convert a Geometry object such as a Solid or Surface into a Mesh.
            The resolution of the mesh is determined by the Dynamo render precision
            
public static Mesh ByPointsFaceIndices(IEnumerable<Point> vertexPositions, IEnumerable<IndexGroup> indices)
Create a mesh from a collection of Points and a collection of IndexGroups referencing the Point collection
            
public static Mesh ByPointsIndexGroups(IEnumerable<Point> points, IEnumerable<IndexGroup> indexGroups)
Create a mesh from a collection of Points and a collection of IndexGroups referencing the Point collection
            
Create a new Mesh from supplied points and indices. Points should 
            not overlap. Indices should be sets of three integers 
            indicating the three locations in the points array
            of the three points of a triangle
            
Create a new Mesh from supplied vertices and indices. Vertices should 
            not overlap. Indices should be sets of three integers 
            indicating the three locations in the virtices array
            of the three points of a triangle
            
public static Mesh Cone(Point origin, double baseRadius = 1, double topRadius = 0, double height = 1, int divisions = 0, bool cap = true)
Create a mesh cone based on the current settings.
            
public static Mesh Cuboid(Point origin, double length = 1, double width = 1, double height = 1, int xDivisions = 0, int yDivisions = 0, int zDivisions = 0)
Create a mesh cuboid based on the current settings.
            
Exports meshes to a format determined by file name:
            .mix -- Meshmixer
            .obj -- Wavefront
            .stl -- STL format
            .dae -- COLLADA
            .ply -- Polygon File Format
            This function returns the filename of the output file, which may
            need to be changed if it contains non-ascii characters
            
public static Mesh ExtrudePolyCurve(PolyCurve polycurve, double height, Vector direction, bool cap = false)
Returns a mesh by extruding a 3D polyline.
            
Parse the incoming JSON string formatted with dynamo.geometry:mesh-1.0.0 schema.
            
Imports a file, parsing it into a number of Meshes.
            Currently supported formats are:
            .mix -- Meshmixer
            .obj -- Wavefront
            
public static Mesh Plane(Point origin, double xWidth = 1, double yWidth = 1, int xDivisions = 0, int yDivisions = 0)
Create a mesh plane based on the current settings.
            
public static Mesh Sphere(Point origin, double radius = 1, int divisions = 0, bool icosphere = true)
Create a mesh sphere based on the current settings.
            
Returns a new mesh subtracting the tool mesh from the original mesh.
            
Returns a new mesh consistenting of the intersection between the tool
            mesh and the original mesh.
            
Returns a new mesh unifying the tool mesh and the original mesh.
            
Removes internal boundaries of a Mesh. An internal boundary occurs
            when there are coincident vertices, such as if Mesh had separate
            triangle groups for the lid of a pot and the body of the pot.
            
Converts the Mesh edges to Lines, and returns them
            
Converts Mesh triangles to individual meshes and returns them.
            
public Mesh GenerateSupport(double baseHeight = 0.4, double baseDiameter = 8, double postDiameter = 3, double tipHeight = 1, double tipDiameter = 0.5)
Returns a new Mesh with support structure. Default threshold settings are used if input is empty.
            
Intersects input Plane with the Mesh, producing a PolyCurve
            
public Mesh MakeHollow(int holeCount = 1, double holeRadius = 1.5, double wallThickness = 2, double solidResolution = 128, double meshResolution = 128)
Returns a new Mesh that has been hollowed out for 3D printing.
            
Returns a new Mesh that is watertight and 3D printable. As a result of
            making a Mesh watertight, self-intersections, overlaps, and non-manifold
            geometry is removed from the mesh. The method computes a thin-band distance 
            field and generates a new Mesh using marching cubes but doesn't project 
            back onto the original Mesh.
            
            Basically the Mesh is filled with a bunch of tiny boxes, and a new 
            mesh is created around this.
            
Reflect the Mesh across the input Plane
            
Nearest point on the Mesh to the specified point
            
Create a precise geometric planar cut which removes portions of the mesh
            that lie on the side of the plane in the direction of the plane normal.
            
Projects point onto the Mesh along the specified direction
            
Returns a new Mesh with a reduced number of triangles.
            
Returns a new Mesh distributing triangles more evenly over the whole of the selection 
            regardless of any change in triangle normals across the given selection.
            
Returns a new Mesh with the following defects repaired:
            Small components: if the Mesh contains a very small, disconnected
                segments, relative to the overall Mesh size, they will be
                discarded.
            Holes: holes in the mesh are filled in
            Non-manifold regions: if a vertex is connected to more than
                two *boundary* edges, or an edge is connected to more than
                two triangles then the vertex / edge is non-manifold. The
                mesh toolkit will remove geometry until the mesh is manifold
            
            This method tries to preserve as much of the original mesh as 
            possible, as opposed to MakeWatertight, which resamples the Mesh
            
Rotate the Mesh around the input axis by input degrees. Rotation
            is centered at the origin 
            
Scale the Mesh by the input amount
            
Scale Mesh non-uniformally by scale factors
            
Returns a new smooth Mesh. Smoothing type by default is 
            cotangent which smooths without spreading the vertices.
            
Convert the Mesh into a JSON object formatted with dynamo.geometry:mesh-1.0.0 schema.
            
Translate a Mesh in the direction of input Vector by the length of the Vector
            
Translate the Mesh in the direction of the input Vector by the input distance
            
Translates the Mesh by the input distances
            
Returns Triangle Centroids
            
Returns the normals for each triangle face in a given mesh.
            
Converts the Mesh faces to Surface patches, and returns them. Note:
            this method can generate A LOT of heavy Surfaces, and may
            slow down Dynamo with large meshes.
            
Returns the vertex indices for each mesh triangle.
            (as opposed to unique vertex indices)
            
            