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rms80 avatar rms80 commented on August 19, 2024

for (1), there is DMesh3.MergeEdges(), which will weld together two edges. I don't have single-vertex weld because that creates bowtie-vertices, and with welding its easy to get into unrecoverable topological situations. If you want to weld only vertices with identical coordinates, you can use PointHashGrid3d to identify pairs of vertices, then find the edges to weld.

However welding can get quite complicated if you need to weld with a tolerance, or handle complex-topology situations (eg more than two coincident edges). I have an algorithm for doing that but it is not open-source, it took me quite a long time to get right.

for (2), no there is no way to do that. You can sample from the input mesh using nearest-point queries, but this is probably not what you are asking for. It can work for normals, but for UVs you really need to track the UVs during the reduce, because projecting doesn't work at UV-island borders.

The library doesn't support multiple UVs or Normals at mesh vertices, except for inside the OBJ reader.

from geometry3sharp.

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