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DisplaySolidPayload

Struct DisplaySolidPayload 

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pub struct DisplaySolidPayload {
    pub faces: Vec<(u64, Option<String>)>,
    pub mesh: Mesh,
    pub edges: Vec<(u64, Option<String>, Vec<Vec3>)>,
    pub vertices: Vec<(u64, Vec3)>,
    pub chord_tolerance: f64,
}
Expand description

Everything the native renderer needs to display one resident solid.

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§faces: Vec<(u64, Option<String>)>

Faces in shell/face order — the index into this Vec IS the watertight mesh’s face_ids value for that face’s triangles.

§mesh: Mesh

Watertight display mesh (chord-tolerance driven).

§edges: Vec<(u64, Option<String>, Vec<Vec3>)>

Non-degenerate edges (edge_id, name, polyline), sorted by edge id.

§vertices: Vec<(u64, Vec3)>

Topology vertices (vertex_id, point).

§chord_tolerance: f64

The chord tolerance actually used.

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