Expand description
Tessellation. Discretize edges to a deflection tolerance, then build a constrained Delaunay triangulation in each face’s (u,v) parametric domain, refine it, and attach the result to the face.
Uses spade for CDT and refinement rather than ear-clipping: ear-clipping offers
no quality guarantees and cannot insert Steiner points, which curved surfaces
need.
Also the spatial indexes over meshes and point clouds that inspection
asks of them: Bvh over triangles and PointIndex over points,
the sections of a mesh by planes (section()), and the shadow it casts
on one (shadow()), traced by the exact planar region engine in
planar, and its curvature at each vertex (curvature()).
Re-exports§
pub use attach::Tessellated;pub use attach::polyline_of;pub use attach::tessellate;pub use attach::triangulation_of;pub use boolean::BoolKind;pub use boolean::MeshBoolean;pub use boolean::boolean;pub use boolean::boolean_with_shape;pub use bvh::Bvh;pub use bvh::Hit;pub use curvature::Curvature;pub use curvature::NEIGHBOURS;pub use curvature::curvature;pub use discretize::Deflection;pub use discretize::Polyline;pub use discretize::discretize;pub use discretize::discretize_on_surface;pub use discretize::discretize_planar;pub use discretize::is_straight;pub use discretize::is_straight_planar;pub use editable::Cap;pub use editable::Component;pub use editable::CutReport;pub use editable::Editable;pub use editable::Fairing;pub use editable::Fill;pub use editable::FillReport;pub use editable::OFFSET_EDGE_ANGLE;pub use editable::OFFSET_FARTHEST;pub use editable::OPTIMAL_UP_TO;pub use editable::OffsetReport;pub use editable::PASSES;pub use editable::Rim;pub use editable::RimId;pub use editable::Side;pub use editable::SimplifyReport;pub use editable::Smooth;pub use editable::SmoothReport;pub use hatch::hatch_face;pub use hollow::Grid;pub use hollow::Hollowed;pub use hollow::hollow;pub use parity::Lies;pub use parity::Line;pub use planar::Edge2;pub use planar::Loop2;pub use planar::region;pub use point_index::Neighbour;pub use point_index::PointIndex;pub use section::Chain;pub use section::Section;pub use section::section;pub use section::sections;pub use shadow::shadow;pub use simplify::Deviation;pub use simplify::Simplified;pub use simplify::Target;pub use simplify::simplify;pub use thicken::Thicken;pub use thicken::Thickened;pub use thicken::thicken;pub use triangulate::EdgeChords;pub use triangulate::FaceMesh;pub use triangulate::FaceMeshCache;pub use triangulate::edge_chords_for;pub use triangulate::face_boundary;pub use triangulate::face_boundary_in_chart;pub use triangulate::face_boundary_in_chart_met;pub use triangulate::face_meshes_for;pub use triangulate::inside_boundary;pub use triangulate::inside_boundary_with;pub use triangulate::open_chart_ring;pub use triangulate::polyline_of_edge;pub use triangulate::triangulate;pub use triangulate::triangulate_face;pub use triangulate::triangulate_face_kept;pub use triangulate::triangulate_face_with;pub use triangulate::triangulate_with_chords;pub use triangulate::triangulate_with_face_meshes;
Modules§
- attach
- Storing a tessellation back onto the model.
- boolean
- Booleans between closed triangle meshes, decided exactly.
- bvh
- A bounding-volume hierarchy over a triangle mesh: the nearest triangle to a point, every triangle within a ball, and the first triangle along a ray.
- curvature
- The curvature of a triangle mesh at its vertices, read from a local quadric fitted to the vertices about each one.
- discretize
- Turning a curve into a polyline within a stated deflection.
- editable
- An indexed triangle mesh held for editing, with the topology queries edits need: which faces meet across each edge, the connected pieces, and the open rims.
- hatch
- Hatching in parametric space: parallel lines clipped to a face’s trim.
- hollow
- Hollowing a closed mesh: a sealed cavity inside it, its wall a set distance from the part’s surface.
- parity
- Inside or outside a closed mesh, by the parity of its crossings along a
line parallel to
x. - planar
- Regions of the plane bounded by weighted chains of segments, found
robustly: the engine under
shadowand the outline fit’s offsets. - point_
index - A k-d tree over a point cloud: the nearest point, the
knearest, and every point within a ball. - section
- Sections of a triangle mesh by a plane: polylines that know which side the material is on.
- shadow
- The shadow a triangle mesh casts on a plane: the outline of everything it covers seen along the plane’s normal, with its holes.
- simplify
- Decimating a triangulation.
- thicken
- Thickening an open mesh into a closed one: two offset layers of it joined by a wall along each rim.
- triangulate
- Triangulating a face.