Comments (2)
I can't really follow your code, sorry. I don't understand why you are creating enumerators and iterating over indices, it's very confusing.
However if you are iterating over edges, each edge only appears once. So you don't need to keep track of duplicates. The MeshBoundaryEdges class computes all the boundary loops, maybe that will solve your problem.
If you are saying that there will be coincident edges (ie same geometric edge but different vertex indices), the 4-tuples will be different for these edges, so hashing on them won't work.
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I used MeshBoundaryLoops also. But still gives the same result as like the above code. Could you please make a unity tutorial for boundary edges.
Please.
Thanks.
from geometry3sharp.
Related Issues (20)
- Arbitrary Data on Mesh Element
- FindNearestTriangle method does not return right triangle HOT 1
- Convert mesh regions to 2d, alter in 2d, push back into 3d mesh
- Is this project dead? HOT 1
- Get brick materials right
- Fix hover info on bricks
- Rewrite right pointer (PLEASE!) HOT 1
- Mesh expansion and comparison
- Refactor cursor3d
- Refactor HandR and HandL to use input action class
- Write playmode tests for right pointer flow
- Rider clean project to adjust line length
- Break up LDrawConfig into different classes
- Refactor BrickMaterialsLoader (PLEASE!!!)
- Example of mesh volume calculation HOT 3
- 这个可以做曲面拟合吗?
- Can this be used for surface fitting?
- Narrow band SDF generation from meshes is adding a shell to objects HOT 1
- Minkowski sum 3D
- Get closest vertex on mesh surface HOT 2
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