Polygon topology and polygon-aware bevel, authored entirely as world content.
normal(v: ?, f: ?) → void
area2(a: ?, b: ?, c: ?) → void
| arg | type | description |
|---|
| a | ? | |
| b | ? | |
| c | ? | |
area(loop: ?, p: ?) → void
| arg | type | description |
|---|
| loop | ? | |
| p | ? | |
crosses(a: ?, b: ?, c: ?, d: ?) → void
| arg | type | description |
|---|
| a | ? | |
| b | ? | |
| c | ? | |
| d | ? | |
inside(p: ?, loop: ?, coords: ?) → void
| arg | type | description |
|---|
| p | ? | |
| loop | ? | |
| coords | ? | |
triangulate(vertices: ?, loops: ?, n: ?) → void
| arg | type | description |
|---|
| vertices | ? | |
| loops | ? | |
| n | ? | |
dissolve(g: ?) → void
Weld and dissolve connected coplanar triangles into oriented boundary loops,
retaining inner loops as holes rather than filling them.
simplify(g: ?) → void
Merge coplanar triangles into polygons (with holes) and re-triangulate them,
removing the fan/sliver triangles a Boolean leaves behind.
fromPolygons(vertices: ?, faces: ?) → void
| arg | type | description |
|---|
| vertices | ? | |
| faces | ? | |
bevel(mesh: ?, width: ?, segments: ?, angle: ?) → void
| arg | type | description |
|---|
| mesh | ? | |
| width | ? | |
| segments | ? | |
| angle | ? | |
triangle(a: ?, b: ?, c: ?, n: ?) → void
| arg | type | description |
|---|
| a | ? | |
| b | ? | |
| c | ? | |
| n | ? | |
near(a: ?, b: ?) → void
Two bevelled edges meeting across unbevelled edges end on the same corner
points; Blender gives them one shared profile, so fuse their arc interiors.
quad(a: ?, b: ?, cc: ?, d: ?) → void
| arg | type | description |
|---|
| a | ? | |
| b | ? | |
| cc | ? | |
| d | ? | |
audit(g: ?, tolerance: ?) → void
| arg | type | description |
|---|
| g | ? | |
| tolerance | ? | |
clean(g: ?, tolerance: ?) → void
| arg | type | description |
|---|
| g | ? | |
| tolerance | ? | |