struct MAGES::MeshDeformations::SimulationMeshSurface::BoundarySurface

Overview

The fully split boundary surface of a simulation mesh at rest pose, plus the per-vertex wedge keys that map each emitted corner back to a vc*4 + localCorner slot. More…

struct BoundarySurface
{
    // fields

    float3[] Vertices;
    int[] Indices;
    int[] WedgeKeys;
    int TetCornerCount;
};

Detailed Documentation

The fully split boundary surface of a simulation mesh at rest pose, plus the per-vertex wedge keys that map each emitted corner back to a vc*4 + localCorner slot.

Fields

float3[] Vertices

One rest position per emitted corner (fully split: every triangle owns three unique vertices).

int[] Indices

Trivial split index buffer (0,1,2,3,...); length is a multiple of three.

int[] WedgeKeys

Per-vertex wedge key in per-face-corner order (vc*12 + faceSlot*3 + cornerInFace); see WedgeUvLayout.

int TetCornerCount

The target per-face-corner array size, VolumeConstraints.Length * 12 (WedgeUvLayout.CornersPerTet).