MGeometryLegacy stores the collection of MGeometryData arrays which describe a Maya surface, including per-component data such as UV mapping and colour.
Various methods are provided for returning MGeometryData containing the data for different properties of the geometry: the position() method returns position data, the normal() method returns normals, and so on.
The primitiveArray() method returns MGeometryPrimitive's which provide indexing into those property arrays for each primitive to be drawn.
The surface geometry may consist of more than one MGeometryPrimitive, each representing an array of primitives. For example, if the surface was composed of both triangles and quads there might be one MGeometryPrimitive for the triangles and a second for the quads. The arrayNumber parameter is used to select between these.
Each MGeometryPrimitive contains indices which are used to map the MGeometryData returned by the other methods of this class onto the primitives. For example, if the returned MGeometryPrimitive is for an array of triangles it will contain three indices for each triangle. Those indices can be used to index into the position data returned by the position() method, the normal data returned by the normal() method, and so on.
Parameters
[in]
arrayNumber
Number of the index data to retrieve. Must be in the range 0 to primitiveArrayCount() - 1.
This array allows you to correlate MGeometryLegacy entries with the corresponding component on the Maya surface (e.g. for meshes, this array will contains the vertex id).