Manifold 1.0
Robust computational geometry
 
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Manifold Class Reference

#include <manifold.h>

Classes

struct  Impl
 

Information

Details of the manifold

enum class  Error {
  NoError , NonFiniteVertex , NotManifold , VertexOutOfBounds ,
  PropertiesWrongLength , MissingPositionProperties , MergeVectorsDifferentLengths , MergeIndexOutOfBounds ,
  TransformWrongLength , RunIndexWrongLength , FaceIDWrongLength , InvalidConstruction
}
 
Mesh GetMesh () const
 
MeshGL GetMeshGL (glm::ivec3 normalIdx=glm::ivec3(0)) const
 
bool IsEmpty () const
 
Error Status () const
 
int NumVert () const
 
int NumEdge () const
 
int NumTri () const
 
int NumProp () const
 
int NumPropVert () const
 
Box BoundingBox () const
 
float Precision () const
 
int Genus () const
 
Properties GetProperties () const
 
float MinGap (const Manifold &other, float searchLength) const
 

Creation

Constructors

 Manifold ()
 
 Manifold (const Manifold &other)
 
Manifoldoperator= (const Manifold &other)
 
 Manifold (Manifold &&) noexcept
 
Manifoldoperator= (Manifold &&) noexcept
 
 Manifold (const MeshGL &, const std::vector< float > &propertyTolerance={})
 
 Manifold (const Mesh &)
 
static Manifold Smooth (const MeshGL &, const std::vector< Smoothness > &sharpenedEdges={})
 
static Manifold Smooth (const Mesh &, const std::vector< Smoothness > &sharpenedEdges={})
 
static Manifold Tetrahedron ()
 
static Manifold Cube (glm::vec3 size=glm::vec3(1.0f), bool center=false)
 
static Manifold Cylinder (float height, float radiusLow, float radiusHigh=-1.0f, int circularSegments=0, bool center=false)
 
static Manifold Sphere (float radius, int circularSegments=0)
 
static Manifold Extrude (const CrossSection &crossSection, float height, int nDivisions=0, float twistDegrees=0.0f, glm::vec2 scaleTop=glm::vec2(1.0f))
 
static Manifold Revolve (const CrossSection &crossSection, int circularSegments=0, float revolveDegrees=360.0f)
 

Topological

No geometric calculations.

std::vector< ManifoldDecompose () const
 
static Manifold Compose (const std::vector< Manifold > &)
 

Mesh ID

Details of the manifold's relation to its input meshes, for the purposes of reapplying mesh properties.

int OriginalID () const
 
Manifold AsOriginal () const
 
static uint32_t ReserveIDs (uint32_t)
 

Modification

Manifold Translate (glm::vec3) const
 
Manifold Scale (glm::vec3) const
 
Manifold Rotate (float xDegrees, float yDegrees=0.0f, float zDegrees=0.0f) const
 
Manifold Transform (const glm::mat4x3 &) const
 
Manifold Mirror (glm::vec3) const
 
Manifold Warp (std::function< void(glm::vec3 &)>) const
 
Manifold WarpBatch (std::function< void(VecView< glm::vec3 >)>) const
 
Manifold SetProperties (int, std::function< void(float *, glm::vec3, const float *)>) const
 
Manifold CalculateCurvature (int gaussianIdx, int meanIdx) const
 
Manifold CalculateNormals (int normalIdx, float minSharpAngle=60) const
 
Manifold SmoothByNormals (int normalIdx) const
 
Manifold SmoothOut (float minSharpAngle=60, float minSmoothness=0) const
 
Manifold Refine (int) const
 
Manifold RefineToLength (float) const
 

Boolean

Combine two manifolds

Manifold Boolean (const Manifold &second, OpType op) const
 
Manifold operator+ (const Manifold &) const
 
Manifoldoperator+= (const Manifold &)
 
Manifold operator- (const Manifold &) const
 
Manifoldoperator-= (const Manifold &)
 
Manifold operator^ (const Manifold &) const
 
Manifoldoperator^= (const Manifold &)
 
std::pair< Manifold, ManifoldSplit (const Manifold &) const
 
std::pair< Manifold, ManifoldSplitByPlane (glm::vec3 normal, float originOffset) const
 
Manifold TrimByPlane (glm::vec3 normal, float originOffset) const
 
static Manifold BatchBoolean (const std::vector< Manifold > &manifolds, OpType op)
 

2D from 3D

CrossSection Slice (float height=0) const
 
CrossSection Project () const
 

Convex hull

Manifold Hull () const
 
static Manifold Hull (const std::vector< Manifold > &manifolds)
 
static Manifold Hull (const std::vector< glm::vec3 > &pts)
 

Testing hooks

These are just for internal testing.

bool MatchesTriNormals () const
 
int NumDegenerateTris () const
 
int NumOverlaps (const Manifold &second) const
 

Detailed Description

This library's internal representation of an oriented, 2-manifold, triangle mesh - a simple boundary-representation of a solid object. Use this class to store and operate on solids, and use MeshGL for input and output, or potentially Mesh if only basic geometry is required.

In addition to storing geometric data, a Manifold can also store an arbitrary number of vertex properties. These could be anything, e.g. normals, UV coordinates, colors, etc, but this library is completely agnostic. All properties are merely float values indexed by channel number. It is up to the user to associate channel numbers with meaning.

Manifold allows vertex properties to be shared for efficient storage, or to have multiple property verts associated with a single geometric vertex, allowing sudden property changes, e.g. at Boolean intersections, without sacrificing manifoldness.

Manifolds also keep track of their relationships to their inputs, via OriginalIDs and the faceIDs and transforms accessible through MeshGL. This allows object-level properties to be re-associated with the output after many operations, particularly useful for materials. Since separate object's properties are not mixed, there is no requirement that channels have consistent meaning between different inputs.

Constructor & Destructor Documentation

◆ Manifold() [1/3]

Manifold ( )

Construct an empty Manifold.

◆ Manifold() [2/3]

Manifold ( const MeshGL meshGL,
const std::vector< float > &  propertyTolerance = {} 
)

Convert a MeshGL into a Manifold, retaining its properties and merging only the positions according to the merge vectors. Will return an empty Manifold and set an Error Status if the result is not an oriented 2-manifold. Will collapse degenerate triangles and unnecessary vertices.

All fields are read, making this structure suitable for a lossless round-trip of data from GetMeshGL. For multi-material input, use ReserveIDs to set a unique originalID for each material, and sort the materials into triangle runs.

Parameters
meshGLThe input MeshGL.
propertyToleranceA vector of precision values for each property beyond position. If specified, the propertyTolerance vector must have size = numProp - 3. This is the amount of interpolation error allowed before two neighboring triangles are considered to be on a property boundary edge. Property boundary edges will be retained across operations even if the triangles are coplanar. Defaults to 1e-5, which works well for most properties in the [-1, 1] range.

◆ Manifold() [3/3]

Manifold ( const Mesh mesh)

Convert a Mesh into a Manifold. Will return an empty Manifold and set an Error Status if the Mesh is not an oriented 2-manifold. Will collapse degenerate triangles and unnecessary vertices.

Parameters
meshThe input Mesh.

Member Function Documentation

◆ Smooth() [1/2]

Manifold Smooth ( const MeshGL meshGL,
const std::vector< Smoothness > &  sharpenedEdges = {} 
)
static

Constructs a smooth version of the input mesh by creating tangents; this method will throw if you have supplied tangents with your mesh already. The actual triangle resolution is unchanged; use the Refine() method to interpolate to a higher-resolution curve.

By default, every edge is calculated for maximum smoothness (very much approximately), attempting to minimize the maximum mean Curvature magnitude. No higher-order derivatives are considered, as the interpolation is independent per triangle, only sharing constraints on their boundaries.

Parameters
meshGLinput MeshGL.
sharpenedEdgesIf desired, you can supply a vector of sharpened halfedges, which should in general be a small subset of all halfedges. Order of entries doesn't matter, as each one specifies the desired smoothness (between zero and one, with one the default for all unspecified halfedges) and the halfedge index (3 * triangle index + [0,1,2] where 0 is the edge between triVert 0 and 1, etc).

At a smoothness value of zero, a sharp crease is made. The smoothness is interpolated along each edge, so the specified value should be thought of as an average. Where exactly two sharpened edges meet at a vertex, their tangents are rotated to be colinear so that the sharpened edge can be continuous. Vertices with only one sharpened edge are completely smooth, allowing sharpened edges to smoothly vanish at termination. A single vertex can be sharpened by sharping all edges that are incident on it, allowing cones to be formed.

◆ Smooth() [2/2]

Manifold Smooth ( const Mesh mesh,
const std::vector< Smoothness > &  sharpenedEdges = {} 
)
static

Constructs a smooth version of the input mesh by creating tangents; this method will throw if you have supplied tangents with your mesh already. The actual triangle resolution is unchanged; use the Refine() method to interpolate to a higher-resolution curve.

By default, every edge is calculated for maximum smoothness (very much approximately), attempting to minimize the maximum mean Curvature magnitude. No higher-order derivatives are considered, as the interpolation is independent per triangle, only sharing constraints on their boundaries.

Parameters
meshinput Mesh.
sharpenedEdgesIf desired, you can supply a vector of sharpened halfedges, which should in general be a small subset of all halfedges. Order of entries doesn't matter, as each one specifies the desired smoothness (between zero and one, with one the default for all unspecified halfedges) and the halfedge index (3 * triangle index + [0,1,2] where 0 is the edge between triVert 0 and 1, etc).

At a smoothness value of zero, a sharp crease is made. The smoothness is interpolated along each edge, so the specified value should be thought of as an average. Where exactly two sharpened edges meet at a vertex, their tangents are rotated to be colinear so that the sharpened edge can be continuous. Vertices with only one sharpened edge are completely smooth, allowing sharpened edges to smoothly vanish at termination. A single vertex can be sharpened by sharping all edges that are incident on it, allowing cones to be formed.

◆ Tetrahedron()

Manifold Tetrahedron ( )
static

Constructs a tetrahedron centered at the origin with one vertex at (1,1,1) and the rest at similarly symmetric points.

◆ Cube()

Manifold Cube ( glm::vec3  size = glm::vec3(1.0f),
bool  center = false 
)
static

Constructs a unit cube (edge lengths all one), by default in the first octant, touching the origin. If any dimensions in size are negative, or if all are zero, an empty Manifold will be returned.

Parameters
sizeThe X, Y, and Z dimensions of the box.
centerSet to true to shift the center to the origin.

◆ Cylinder()

Manifold Cylinder ( float  height,
float  radiusLow,
float  radiusHigh = -1.0f,
int  circularSegments = 0,
bool  center = false 
)
static

A convenience constructor for the common case of extruding a circle. Can also form cones if both radii are specified.

Parameters
heightZ-extent
radiusLowRadius of bottom circle. Must be positive.
radiusHighRadius of top circle. Can equal zero. Default is equal to radiusLow.
circularSegmentsHow many line segments to use around the circle. Default is calculated by the static Defaults.
centerSet to true to shift the center to the origin. Default is origin at the bottom.

◆ Sphere()

Manifold Sphere ( float  radius,
int  circularSegments = 0 
)
static

Constructs a geodesic sphere of a given radius.

Parameters
radiusRadius of the sphere. Must be positive.
circularSegmentsNumber of segments along its diameter. This number will always be rounded up to the nearest factor of four, as this sphere is constructed by refining an octahedron. This means there are a circle of vertices on all three of the axis planes. Default is calculated by the static Defaults.

◆ Extrude()

Manifold Extrude ( const CrossSection crossSection,
float  height,
int  nDivisions = 0,
float  twistDegrees = 0.0f,
glm::vec2  scaleTop = glm::vec2(1.0f) 
)
static

Constructs a manifold from a set of polygons by extruding them along the Z-axis. Note that high twistDegrees with small nDivisions may cause self-intersection. This is not checked here and it is up to the user to choose the correct parameters.

Parameters
crossSectionA set of non-overlapping polygons to extrude.
heightZ-extent of extrusion.
nDivisionsNumber of extra copies of the crossSection to insert into the shape vertically; especially useful in combination with twistDegrees to avoid interpolation artifacts. Default is none.
twistDegreesAmount to twist the top crossSection relative to the bottom, interpolated linearly for the divisions in between.
scaleTopAmount to scale the top (independently in X and Y). If the scale is {0, 0}, a pure cone is formed with only a single vertex at the top. Note that scale is applied after twist. Default {1, 1}.

◆ Revolve()

Manifold Revolve ( const CrossSection crossSection,
int  circularSegments = 0,
float  revolveDegrees = 360.0f 
)
static

Constructs a manifold from a set of polygons by revolving this cross-section around its Y-axis and then setting this as the Z-axis of the resulting manifold. If the polygons cross the Y-axis, only the part on the positive X side is used. Geometrically valid input will result in geometrically valid output.

Parameters
crossSectionA set of non-overlapping polygons to revolve.
circularSegmentsNumber of segments along its diameter. Default is calculated by the static Defaults.
revolveDegreesNumber of degrees to revolve. Default is 360 degrees.

◆ Compose()

Manifold Compose ( const std::vector< Manifold > &  manifolds)
static

Constructs a new manifold from a vector of other manifolds. This is a purely topological operation, so care should be taken to avoid creating overlapping results. It is the inverse operation of Decompose().

Parameters
manifoldsA vector of Manifolds to lazy-union together.

◆ Decompose()

std::vector< Manifold > Decompose ( ) const

This operation returns a vector of Manifolds that are topologically disconnected. If everything is connected, the vector is length one, containing a copy of the original. It is the inverse operation of Compose().

◆ GetMesh()

Mesh GetMesh ( ) const

This returns a Mesh of simple vectors of vertices and triangles suitable for saving or other operations outside of the context of this library.

◆ GetMeshGL()

MeshGL GetMeshGL ( glm::ivec3  normalIdx = glm::ivec3(0)) const

The most complete output of this library, returning a MeshGL that is designed to easily push into a renderer, including all interleaved vertex properties that may have been input. It also includes relations to all the input meshes that form a part of this result and the transforms applied to each.

Parameters
normalIdxIf the original MeshGL inputs that formed this manifold had properties corresponding to normal vectors, you can specify which property channels these are (x, y, z), which will cause this output MeshGL to automatically update these normals according to the applied transforms and front/back side. Each channel must be >= 3 and < numProp, and all original MeshGLs must use the same channels for their normals.

◆ IsEmpty()

bool IsEmpty ( ) const

Does the Manifold have any triangles?

◆ Status()

Manifold::Error Status ( ) const

Returns the reason for an input Mesh producing an empty Manifold. This Status only applies to Manifolds newly-created from an input Mesh - once they are combined into a new Manifold via operations, the status reverts to NoError, simply processing the problem mesh as empty. Likewise, empty meshes may still show NoError, for instance if they are small enough relative to their precision to be collapsed to nothing.

◆ NumVert()

int NumVert ( ) const

The number of vertices in the Manifold.

◆ NumEdge()

int NumEdge ( ) const

The number of edges in the Manifold.

◆ NumTri()

int NumTri ( ) const

The number of triangles in the Manifold.

◆ NumProp()

int NumProp ( ) const

The number of properties per vertex in the Manifold.

◆ NumPropVert()

int NumPropVert ( ) const

The number of property vertices in the Manifold. This will always be >= NumVert, as some physical vertices may be duplicated to account for different properties on different neighboring triangles.

◆ BoundingBox()

Box BoundingBox ( ) const

Returns the axis-aligned bounding box of all the Manifold's vertices.

◆ Precision()

float Precision ( ) const

Returns the precision of this Manifold's vertices, which tracks the approximate rounding error over all the transforms and operations that have led to this state. Any triangles that are colinear within this precision are considered degenerate and removed. This is the value of ε defining ε-valid.

◆ Genus()

int Genus ( ) const

The genus is a topological property of the manifold, representing the number of "handles". A sphere is 0, torus 1, etc. It is only meaningful for a single mesh, so it is best to call Decompose() first.

◆ GetProperties()

Properties GetProperties ( ) const

Returns the surface area and volume of the manifold.

◆ MinGap()

float MinGap ( const Manifold other,
float  searchLength 
) const

Returns the minimum gap between two manifolds. Returns a float between 0 and searchLength.

Parameters
otherThe other manifold to compute the minimum gap to.
searchLengthThe maximum distance to search for a minimum gap.

◆ OriginalID()

int OriginalID ( ) const

If this mesh is an original, this returns its meshID that can be referenced by product manifolds' MeshRelation. If this manifold is a product, this returns -1.

◆ AsOriginal()

Manifold AsOriginal ( ) const

This function condenses all coplanar faces in the relation, and collapses those edges. In the process the relation to ancestor meshes is lost and this new Manifold is marked an original. Properties are preserved, so if they do not match across an edge, that edge will be kept.

◆ ReserveIDs()

uint32_t ReserveIDs ( uint32_t  n)
static

Returns the first of n sequential new unique mesh IDs for marking sets of triangles that can be looked up after further operations. Assign to MeshGL.runOriginalID vector.

◆ Translate()

Manifold Translate ( glm::vec3  v) const

Move this Manifold in space. This operation can be chained. Transforms are combined and applied lazily.

Parameters
vThe vector to add to every vertex.

◆ Scale()

Manifold Scale ( glm::vec3  v) const

Scale this Manifold in space. This operation can be chained. Transforms are combined and applied lazily.

Parameters
vThe vector to multiply every vertex by per component.

◆ Rotate()

Manifold Rotate ( float  xDegrees,
float  yDegrees = 0.0f,
float  zDegrees = 0.0f 
) const

Applies an Euler angle rotation to the manifold, first about the X axis, then Y, then Z, in degrees. We use degrees so that we can minimize rounding error, and eliminate it completely for any multiples of 90 degrees. Additionally, more efficient code paths are used to update the manifold when the transforms only rotate by multiples of 90 degrees. This operation can be chained. Transforms are combined and applied lazily.

Parameters
xDegreesFirst rotation, degrees about the X-axis.
yDegreesSecond rotation, degrees about the Y-axis.
zDegreesThird rotation, degrees about the Z-axis.

◆ Transform()

Manifold Transform ( const glm::mat4x3 &  m) const

Transform this Manifold in space. The first three columns form a 3x3 matrix transform and the last is a translation vector. This operation can be chained. Transforms are combined and applied lazily.

Parameters
mThe affine transform matrix to apply to all the vertices.

◆ Mirror()

Manifold Mirror ( glm::vec3  normal) const

Mirror this Manifold over the plane described by the unit form of the given normal vector. If the length of the normal is zero, an empty Manifold is returned. This operation can be chained. Transforms are combined and applied lazily.

Parameters
normalThe normal vector of the plane to be mirrored over

◆ Warp()

Manifold Warp ( std::function< void(glm::vec3 &)>  warpFunc) const

This function does not change the topology, but allows the vertices to be moved according to any arbitrary input function. It is easy to create a function that warps a geometrically valid object into one which overlaps, but that is not checked here, so it is up to the user to choose their function with discretion.

Parameters
warpFuncA function that modifies a given vertex position.

◆ WarpBatch()

Manifold WarpBatch ( std::function< void(VecView< glm::vec3 >)>  warpFunc) const

Same as Manifold::Warp but calls warpFunc with with a VecView which is roughly equivalent to std::span pointing to all vec3 elements to be modified in-place

Parameters
warpFuncA function that modifies multiple vertex positions.

◆ SetProperties()

Manifold SetProperties ( int  ,
std::function< void(float *, glm::vec3, const float *)>   
) const

Create a new copy of this manifold with updated vertex properties by supplying a function that takes the existing position and properties as input. You may specify any number of output properties, allowing creation and removal of channels. Note: undefined behavior will result if you read past the number of input properties or write past the number of output properties.

Parameters
numPropThe new number of properties per vertex.
propFuncA function that modifies the properties of a given vertex.

◆ CalculateCurvature()

Manifold CalculateCurvature ( int  gaussianIdx,
int  meanIdx 
) const

Curvature is the inverse of the radius of curvature, and signed such that positive is convex and negative is concave. There are two orthogonal principal curvatures at any point on a manifold, with one maximum and the other minimum. Gaussian curvature is their product, while mean curvature is their sum. This approximates them for every vertex and assigns them as vertex properties on the given channels.

Parameters
gaussianIdxThe property channel index in which to store the Gaussian curvature. An index < 0 will be ignored (stores nothing). The property set will be automatically expanded to include the channel index specified.
meanIdxThe property channel index in which to store the mean curvature. An index < 0 will be ignored (stores nothing). The property set will be automatically expanded to include the channel index specified.

◆ CalculateNormals()

Manifold CalculateNormals ( int  normalIdx,
float  minSharpAngle = 60 
) const

Fills in vertex properties for normal vectors, calculated from the mesh geometry. Flat faces composed of three or more triangles will remain flat.

Parameters
normalIdxThe property channel in which to store the X values of the normals. The X, Y, and Z channels will be sequential. The property set will be automatically expanded such that NumProp will be at least normalIdx + 3.
minSharpAngleAny edges with angles greater than this value will remain sharp, getting different normal vector properties on each side of the edge. By default, no edges are sharp and all normals are shared. With a value of zero, the model is faceted and all normals match their triangle normals, but in this case it would be better not to calculate normals at all.

◆ SmoothByNormals()

Manifold SmoothByNormals ( int  normalIdx) const

Smooths out the Manifold by filling in the halfedgeTangent vectors. The geometry will remain unchanged until Refine or RefineToLength is called to interpolate the surface. This version uses the supplied vertex normal properties to define the tangent vectors. Faces of two coplanar triangles will be marked as quads, while faces with three or more will be flat.

Parameters
normalIdxThe first property channel of the normals. NumProp must be at least normalIdx + 3. Any vertex where multiple normals exist and don't agree will result in a sharp edge.

◆ SmoothOut()

Manifold SmoothOut ( float  minSharpAngle = 60,
float  minSmoothness = 0 
) const

Smooths out the Manifold by filling in the halfedgeTangent vectors. The geometry will remain unchanged until Refine or RefineToLength is called to interpolate the surface. This version uses the geometry of the triangles and pseudo-normals to define the tangent vectors. Faces of two coplanar triangles will be marked as quads.

Parameters
minSharpAngledegrees, default 60. Any edges with angles greater than this value will remain sharp. The rest will be smoothed to G1 continuity, with the caveat that flat faces of three or more triangles will always remain flat. With a value of zero, the model is faceted, but in this case there is no point in smoothing.
minSmoothnessrange: 0 - 1, default 0. The smoothness applied to sharp angles. The default gives a hard edge, while values > 0 will give a small fillet on these sharp edges. A value of 1 is equivalent to a minSharpAngle of 180 - all edges will be smooth.

◆ Refine()

Manifold Refine ( int  n) const

Increase the density of the mesh by splitting every edge into n pieces. For instance, with n = 2, each triangle will be split into 4 triangles. Quads will ignore their interior triangle bisector. These will all be coplanar (and will not be immediately collapsed) unless the Mesh/Manifold has halfedgeTangents specified (e.g. from the Smooth() constructor), in which case the new vertices will be moved to the interpolated surface according to their barycentric coordinates.

Parameters
nThe number of pieces to split every edge into. Must be > 1.

◆ RefineToLength()

Manifold RefineToLength ( float  length) const

Increase the density of the mesh by splitting each edge into pieces of roughly the input length. Interior verts are added to keep the rest of the triangulation edges also of roughly the same length. If halfedgeTangents are present (e.g. from the Smooth() constructor), the new vertices will be moved to the interpolated surface according to their barycentric coordinates. Quads will ignore their interior triangle bisector.

Parameters
lengthThe length that edges will be broken down to.

◆ Boolean()

Manifold Boolean ( const Manifold second,
OpType  op 
) const

The central operation of this library: the Boolean combines two manifolds into another by calculating their intersections and removing the unused portions. ε-valid inputs will produce ε-valid output. ε-invalid input may fail triangulation.

These operations are optimized to produce nearly-instant results if either input is empty or their bounding boxes do not overlap.

Parameters
secondThe other Manifold.
opThe type of operation to perform.

◆ BatchBoolean()

Manifold BatchBoolean ( const std::vector< Manifold > &  manifolds,
OpType  op 
)
static

Perform the given boolean operation on a list of Manifolds. In case of Subtract, all Manifolds in the tail are differenced from the head.

◆ operator+()

Manifold operator+ ( const Manifold Q) const

Shorthand for Boolean Union.

◆ operator+=()

Shorthand for Boolean Union assignment.

◆ operator-()

Manifold operator- ( const Manifold Q) const

Shorthand for Boolean Difference.

◆ operator-=()

Shorthand for Boolean Difference assignment.

◆ operator^()

Manifold operator^ ( const Manifold Q) const

Shorthand for Boolean Intersection.

◆ operator^=()

Shorthand for Boolean Intersection assignment.

◆ Split()

std::pair< Manifold, Manifold > Split ( const Manifold cutter) const

Split cuts this manifold in two using the cutter manifold. The first result is the intersection, second is the difference. This is more efficient than doing them separately.

Parameters
cutter

◆ SplitByPlane()

std::pair< Manifold, Manifold > SplitByPlane ( glm::vec3  normal,
float  originOffset 
) const

Convenient version of Split() for a half-space.

Parameters
normalThis vector is normal to the cutting plane and its length does not matter. The first result is in the direction of this vector, the second result is on the opposite side.
originOffsetThe distance of the plane from the origin in the direction of the normal vector.

◆ TrimByPlane()

Manifold TrimByPlane ( glm::vec3  normal,
float  originOffset 
) const

Identical to SplitByPlane(), but calculating and returning only the first result.

Parameters
normalThis vector is normal to the cutting plane and its length does not matter. The result is in the direction of this vector from the plane.
originOffsetThe distance of the plane from the origin in the direction of the normal vector.

◆ Slice()

CrossSection Slice ( float  height = 0) const

Returns the cross section of this object parallel to the X-Y plane at the specified Z height, defaulting to zero. Using a height equal to the bottom of the bounding box will return the bottom faces, while using a height equal to the top of the bounding box will return empty.

◆ Project()

CrossSection Project ( ) const

Returns a cross section representing the projected outline of this object onto the X-Y plane.

◆ Hull() [1/3]

Manifold Hull ( ) const

Compute the convex hull of this manifold.

◆ Hull() [2/3]

Manifold Hull ( const std::vector< Manifold > &  manifolds)
static

Compute the convex hull enveloping a set of manifolds.

Parameters
manifoldsA vector of manifolds over which to compute a convex hull.

◆ Hull() [3/3]

Manifold Hull ( const std::vector< glm::vec3 > &  pts)
static

Compute the convex hull of a set of points. If the given points are fewer than 4, or they are all coplanar, an empty Manifold will be returned.

Parameters
ptsA vector of 3-dimensional points over which to compute a convex hull.

◆ MatchesTriNormals()

bool MatchesTriNormals ( ) const

The triangle normal vectors are saved over the course of operations rather than recalculated to avoid rounding error. This checks that triangles still match their normal vectors within Precision().

◆ NumDegenerateTris()

int NumDegenerateTris ( ) const

The number of triangles that are colinear within Precision(). This library attempts to remove all of these, but it cannot always remove all of them without changing the mesh by too much.

◆ NumOverlaps()

int NumOverlaps ( const Manifold other) const

This is a checksum-style verification of the collider, simply returning the total number of edge-face bounding box overlaps between this and other.

Parameters
otherA Manifold to overlap with.