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).