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Merge master-localization into master (#16205)
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## Podrobnosti
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ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
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___
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## Vzorový soubor
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![ByPointsIndexGroups](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndexGroups_img.png)
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## Podrobnosti
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`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
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In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
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## Vzorový soubor
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![Example](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndices_img.png)
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## Im Detail
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ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
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___
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## Beispieldatei
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![ByPointsIndexGroups](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndexGroups_img.png)
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## Im Detail
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`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
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In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
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## Beispieldatei
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![Example](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndices_img.png)
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## En detalle:
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ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
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___
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## Archivo de ejemplo
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![ByPointsIndexGroups](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndexGroups_img.png)
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## En detalle
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`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
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In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
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## Archivo de ejemplo
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![Example](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndices_img.png)
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## Description approfondie
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ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
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___
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## Exemple de fichier
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![ByPointsIndexGroups](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndexGroups_img.png)
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## Profondeur
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`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
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In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
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## Exemple de fichier
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![Example](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndices_img.png)
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## In profondità
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ByPointsIndexGroups will return a Mesh based on input vertices as Points and input indices. In the example below, a four-sided Mesh is created with four Points and an IndexGroup of four indices.
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___
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## File di esempio
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![ByPointsIndexGroups](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndexGroups_img.png)
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## In profondità
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`Mesh.ByPointsIndices` takes a list of `Points`, representing the `vertices` of the mesh triangles, and a list of `indices`, representing how the mesh is stitched together, and creates a new mesh. The `points` input should be a flat list of unique vertices in the mesh. The `indices` input should be a flat list of integers. Each set of three integers designates a triangle in the mesh. The integers specify the index of the vertex in the vertices list. The indices input should be 0-indexed, with the first point of the vertices list having the index 0.
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In the example below, a `Mesh.ByPointsIndices` node is used to create a mesh using a list of nine `points` and a list of 36 `indices`, specifying the vertex combination for each of the 12 triangles of the mesh.
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## File di esempio
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![Example](./Autodesk.DesignScript.Geometry.Mesh.ByPointsIndices_img.png)

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