Struct soft_edge::Face[][src]

pub struct Face { /* fields omitted */ }
Expand description

A Face represents a combination of four triangles around a central vertex:

|\2/| |3*1| |/0|

Where a * is a vertex and anything else is empty space. These four triangles make up the bulk of how we mesh two atoms together: combining two atoms’ adjacent faces is as simple as XORing the bits of their faces together. We immediately zero out any shared triangles.

A Face will only be non-empty if its corresponding atom has more than two vertices on its plane; its bits represent strictly filled spaces, not lines. a Face which does not actually have any triangles on its surface will not contain any set bits.

Faces are constructed in a right-handed coordinate system according to the axis of the face of the atom from which they were constructed; this means that for example, if we’re looking at the +X axis of an atom, then to the “right” ([FACE_POS_X]) will be -Z (atom vertices with unset [Z_AXIS] bits.)

Parallel faces share the same layout with respect to their other axes. For example, a face on the -Z axis will have all of its vertices parallel w/ a face on the Z axis; the vertices are stored in the same order.

Implementations

Calculate an initial Face object from a vertex set and an axis corresponding to the face we want to construct on.

The axis which this face was constructed for.

Join two opposing faces. This mutually removes any triangles which are shared between the faces. Panicks if called on faces which are not made from opposing axes (where opposing axes are pairs like PosX vs NegX, etc.)

Iterate over the exactly one or two facets of this face.

Trait Implementations

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