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RefinedFinalParts

Struct RefinedFinalParts 

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#[non_exhaustive]
pub struct RefinedFinalParts { pub topology: Mesh, pub lineage: LineageMaps, pub adjacency: Adjacency, pub selected_faces: Option<Vec<bool>>, pub edge_polylines: Option<Vec<Vec<u32>>>, }
Expand description

Owned outputs of Refinement::into_final_parts.

Mirrors the public bits of RefinementResult without the per-level stencil tables — those must be computed via vertex_stencils and face_varying_stencils before consuming the handle.

For multi-level ancestry, walk Refinement::level_lineage before calling into_final_parts. Those accessors return borrowed slices and cost nothing; into_final_parts then consumes the handle and moves out the final-level owned state with zero clones.

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§topology: Mesh

Final-level control mesh (faces, edges, creases).

§lineage: LineageMaps

Per-level vertex/edge/face lineage back to the input.

§adjacency: Adjacency

Final-level adjacency (edges, vertex rings, boundary flags).

§selected_faces: Option<Vec<bool>>

Final-level face-selection mask, if face-selective refinement was used.

§edge_polylines: Option<Vec<Vec<u32>>>

Per input edge, the refined vertices lying on it, if requested.

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