Import, export, process, analyze and view triangular meshes.
Trimesh is a pure Python 3.7+ library for loading and using triangular meshes with an emphasis on watertight surfaces. The goal of the library is to provide a full featured and well tested Trimesh object which allows for easy manipulation and analysis, in the style of the Polygon object in the Shapely library.
The API is mostly stable, but this should not be relied on and is not guaranteed: install a specific version if you plan on deploying something using trimesh.
Pull requests are appreciated and responded to promptly! If you'd like to contribute, here is an up to date list of potential enhancements although things not on that list are also welcome. Here's a quick development and contributing guide.
Keeping trimesh
easy to install is a core goal, thus the only hard dependency is numpy. Installing other packages adds functionality but is not required. For the easiest install with just numpy, pip
can generally install trimesh
cleanly on Windows, Linux, and OSX:
pip install trimesh
The minimal install can load many supported formats (STL, PLY, GLTF/GLB) into numpy arrays. More functionality is available when soft dependencies are installed. This includes things like convex hulls (scipy
), graph operations (networkx
), faster ray queries (pyembree
), vector path handling (shapely
and rtree
), XML formats like 3DXML/XAML/3MF (lxml
), preview windows (pyglet
), faster cache checks (xxhash
), etc. To install trimesh
with the soft dependencies that generally install cleanly on Linux, OSX, and Windows using pip
:
pip install trimesh[easy]
Further information is available in the advanced installation documentation.
Here is an example of loading a mesh from file and colorizing its faces. Here is a nicely formatted ipython notebook version of this example. Also check out the cross section example.
import numpy as np
import trimesh
# attach to logger so trimesh messages will be printed to console
trimesh.util.attach_to_log()
# mesh objects can be created from existing faces and vertex data
mesh = trimesh.Trimesh(vertices=[[0, 0, 0], [0, 0, 1], [0, 1, 0]],
faces=[[0, 1, 2]])
# by default, Trimesh will do a light processing, which will
# remove any NaN values and merge vertices that share position
# if you want to not do this on load, you can pass `process=False`
mesh = trimesh.Trimesh(vertices=[[0, 0, 0], [0, 0, 1], [0, 1, 0]],
faces=[[0, 1, 2]],
process=False)
# some formats represent multiple meshes with multiple instances
# the loader tries to return the datatype which makes the most sense
# which will for scene-like files will return a `trimesh.Scene` object.
# if you *always* want a straight `trimesh.Trimesh` you can ask the
# loader to "force" the result into a mesh through concatenation
mesh = trimesh.load('models/CesiumMilkTruck.glb', force='mesh')
# mesh objects can be loaded from a file name or from a buffer
# you can pass any of the kwargs for the `Trimesh` constructor
# to `trimesh.load`, including `process=False` if you would like
# to preserve the original loaded data without merging vertices
# STL files will be a soup of disconnected triangles without
# merging vertices however and will not register as watertight
mesh = trimesh.load('../models/featuretype.STL')
# is the current mesh watertight?
mesh.is_watertight
# what's the euler number for the mesh?
mesh.euler_number
# the convex hull is another Trimesh object that is available as a property
# lets compare the volume of our mesh with the volume of its convex hull
print(mesh.volume / mesh.convex_hull.volume)
# since the mesh is watertight, it means there is a
# volumetric center of mass which we can set as the origin for our mesh
mesh.vertices -= mesh.center_mass
# what's the moment of inertia for the mesh?
mesh.moment_inertia
# if there are multiple bodies in the mesh we can split the mesh by
# connected components of face adjacency
# since this example mesh is a single watertight body we get a list of one mesh
mesh.split()
# facets are groups of coplanar adjacent faces
# set each facet to a random color
# colors are 8 bit RGBA by default (n, 4) np.uint8
for facet in mesh.facets:
mesh.visual.face_colors[facet] = trimesh.visual.random_color()
# preview mesh in an opengl window if you installed pyglet and scipy with pip
mesh.show()
# transform method can be passed a (4, 4) matrix and will cleanly apply the transform
mesh.apply_transform(trimesh.transformations.random_rotation_matrix())
# axis aligned bounding box is available
mesh.bounding_box.extents
# a minimum volume oriented bounding box also available
# primitives are subclasses of Trimesh objects which automatically generate
# faces and vertices from data stored in the 'primitive' attribute
mesh.bounding_box_oriented.primitive.extents
mesh.bounding_box_oriented.primitive.transform
# show the mesh appended with its oriented bounding box
# the bounding box is a trimesh.primitives.Box object, which subclasses
# Trimesh and lazily evaluates to fill in vertices and faces when requested
# (press w in viewer to see triangles)
(mesh + mesh.bounding_box_oriented).show()
# bounding spheres and bounding cylinders of meshes are also
# available, and will be the minimum volume version of each
# except in certain degenerate cases, where they will be no worse
# than a least squares fit version of the primitive.
print(mesh.bounding_box_oriented.volume,
mesh.bounding_cylinder.volume,
mesh.bounding_sphere.volume)
Trimesh includes an optional pyglet
based viewer for debugging and inspecting. In the mesh view window, opened with mesh.show()
, the following commands can be used:
mouse click + drag
rotates the viewctl + mouse click + drag
pans the viewmouse wheel
zoomsz
returns to the base vieww
toggles wireframe modec
toggles backface cullingg
toggles an XY grid with Z set to lowest pointa
toggles an XYZ-RGB axis marker between: off, at world frame, or at every frame and world, and at every framef
toggles between fullscreen and windowed modem
maximizes the windowq
closes the windowIf called from inside a jupyter
notebook, mesh.show()
displays an in-line preview using three.js
to display the mesh or scene. For more complete rendering (PBR, better lighting, shaders, better off-screen support, etc) pyrender is designed to interoperate with trimesh
objects.
You can check out the Github network for things using trimesh. A select few:
Quick recommendation: GLB
or PLY
. Every time you replace OBJ
with GLB
an angel gets its wings.
If you want things like by-index faces, instancing, colors, textures, etc, GLB
is a terrific choice. GLTF/GLB is an extremely well specified modern format that is easy and fast to parse: it has a JSON header describing data in a binary blob. It has a simple hierarchical scene graph, a great looking modern physically based material system, support in dozens-to-hundreds of libraries, and a John Carmack endorsment. Note that GLTF is a large specification, and trimesh
only supports a subset of features: loading basic geometry is supported, NOT supported are fancier things like animations, skeletons, etc.
In the wild, STL
is perhaps the most common format. STL
files are extremely simple: it is basically just a list of triangles. They are robust and are a good choice for basic geometry. Binary PLY
files are a good step up, as they support indexed faces and colors.
Wavefront OBJ
is also pretty common: unfortunately OBJ doesn't have a widely accepted specification so every importer and exporter implements things slightly differently, making it tough to support. It also allows unfortunate things like arbitrary sized polygons, has a face representation which is easy to mess up, references other files for materials and textures, arbitrarily interleaves data, and is slow to parse. Give GLB
or PLY
a try as an alternative!
A question that comes up pretty frequently is how to cite the library. A quick BibTex recommendation:
@software{trimesh,
author = {{Dawson-Haggerty et al.}},
title = {trimesh},
url = {https://trimsh.org/},
version = {3.2.0},
date = {2019-12-8},
}
If you want to deploy something in a container that uses trimesh automated debian:slim-bullseye
based builds with trimesh and most dependencies are available on Docker Hub with image tags for latest
, git short hash for the commit in main
(i.e. trimesh/trimesh:0c1298d
), and version (i.e. trimesh/trimesh:3.5.27
):
docker pull trimesh/trimesh
Here's an example of how to render meshes using LLVMpipe and XVFB inside a container.