Expand description
MeshGraph is a halfedge data structure for representing triangle meshes. It uses parry3d’s Qbvh to implement some of parry3d’s spatial queries. It also uses slotmap to manage the graph nodes.
This is heavily inspired by SMesh and OpenMesh.
§Features
- Fast spatial queries using parry3d’s Qbvh
- High performance using slotmap
- Easy integration with Bevy game engine using the
bevy
Cargo feature - Good debugging using
rerun
Cargo feature to enable the Rerun integration - Nice documentation with illustrations
§Usage
use mesh_graph::{MeshGraph, primitives::IcoSphere};
// Create a new mesh
let mesh_graph = MeshGraph::from(IcoSphere { radius: 10.0, subdivisions: 2 });
// Get some vertex ID and its vertex node
let (vertex_id, vertex) = mesh_graph.vertices.iter().next().unwrap();
// Iterate over all outgoing halfedges of the vertex
for halfedge_id in vertex.outgoing_halfedges(&mesh_graph) {
// do sth
}
// Get the position of the vertex
let position = mesh_graph.positions[vertex_id];
Check out the crate freestyle-sculpt for a heavy duty example.
§Connectivity
§Halfedge
§Vertex
Modules§
Structs§
- Face
- FaceId
- Halfedge
- A directional edge that points from one vertex to another and is (optionally) part of a face. If it’s not part of a face, it’s called a boundary halfedge.
- Halfedge
Id - Mesh
Graph - Halfedge data structure for representing triangle meshes.
- Selection
- Vertex
- A vertex is an corner point of a face.
- Vertex
Id