#mesh #geometry #3d #half-edge #graphics


A triangle mesh data structure including basic operations

6 releases (3 breaking)

✓ Uses Rust 2018 edition

0.4.0 Mar 14, 2019
0.3.0 Feb 27, 2019
0.2.0 Feb 25, 2019
0.1.2 Jan 16, 2019

#197 in Data structures

40 downloads per month

MIT license



Docs.rs Build Status

A triangle mesh data structure including basic operations.

Why another triangle mesh data structure crate you might ask. Well, if you want a more feature complete crate than half_edge_mesh and a less generic crate than plexus, then tri-mesh is probably something for you!



  • The main struct Mesh implements the half-edge mesh data structure for easy and efficient traversal
  • Half-edge walker to traverse the mesh
  • Iterators over primitives (vertices, half-edges, edges, faces)
  • Measures on vertices, edges and faces (e.g. position of vertex, area of face)
  • Edit functionality (e.g. split edge, collapse edge, flip edge)
  • Quality functionality (e.g. flip edges recursively to improve triangle quality, collapse small faces)
  • Transformations affecting the vertex positions (e.g. moving a single vertex or rotate the entire mesh)
  • Intersection functionality (e.g. face/ray intersection, edge/point intersection)
  • Merge used for merging of entire meshes (e.g. append one mesh to another or merge overlapping primitives in a mesh)
  • Split functionality (e.g. clone a subset of a mesh or split two meshes at their intersection)
  • And more...

Please, see the documentation for more details.


Add the following to your Cargo.toml:

tri-mesh = "0.4.0"

I have a mesh without normals, how can I use tri-mesh to compute them?

use tri_mesh::prelude::*;

fn main() {
    // Construct a mesh from indices and positions buffers.
    let indices: Vec<u32> = vec![0, 1, 2,  0, 2, 3,  0, 3, 1];
    let positions: Vec<f32> = vec![0.0, 0.0, 0.0,  1.0, 0.0, -0.5,  -1.0, 0.0, -0.5, 0.0, 0.0, 1.0];
    let mesh = MeshBuilder::new().with_indices(indices).with_positions(positions).build().unwrap();
    // Get the indices, positions and normal buffers
    let indices_out = mesh.indices_buffer();
    let positions_out = mesh.positions_buffer();
    let normals_out = mesh.normals_buffer();

I need the bounding box of my mesh, how can I get that?

use tri_mesh::prelude::*;

fn main() {
    // Construct any mesh, this time, we will construct a simple icosahedron
    let mesh = MeshBuilder::new().icosahedron().build().unwrap();
    // Compute the extreme coordinates which defines the axis aligned bounding box..
    let (min_coordinates, max_coordinates) = mesh.extreme_coordinates();
    // .. or construct an actual mesh representing the axis aligned bounding box
    let aabb = mesh.axis_aligned_bounding_box();
    // Export the bounding box to an obj file
    std::fs::write("foo.obj", mesh.parse_as_obj()).unwrap();

I want to stitch two meshes together, how do I do that?

use tri_mesh::prelude::*;

fn main() {
    // Construct two meshes
    let mut mesh1 = MeshBuilder::new().cube().build().unwrap();
    let mut mesh2 = MeshBuilder::new().cube().build().unwrap();
    mesh2.translate(vec3(0.5, 0.5, 0.5));

    // Split the two meshes at their intersection creating two sets of sub meshes
    let (mut meshes1, mut meshes2) = mesh1.split_at_intersection(&mut mesh2);

    // Choose two sub meshes to merge (here we just choose one sub mesh from each of the original meshes)
    let mut result = meshes1.first().unwrap().clone();

How can I use tri-mesh to compute my own very special curvature measure?

use tri_mesh::prelude::*;

fn main() {
    // Construct any mesh, for simplicity, let's use a cube mesh
    let mesh = MeshBuilder::new().cube().build().unwrap();
    let mut curvature_measure = 0.0;
    // Let's say that the curvature measure is a sum of a curvature measure for each vertex
    // which means we need to visit all vertices
    for vertex_id in mesh.vertex_iter()
        // Let's say that to compute the curvature of one vertex we need to visit the neighbouring faces
        // We will do that by iterating the half-edges pointing away from the vertex ..
        let mut curvature_measure_vertex = 0.0;
        for halfedge_id in mesh.vertex_halfedge_iter(vertex_id) {
            // .. and then create a walker from that halfedge and then get the face pointed to by that walker
            if let Some(face_id) = mesh.walker_from_halfedge(halfedge_id).face_id() {
                // Finally, insert the code for computing your special vertex curvature measure right here!
                // curvature_measure_vertex += ??; 
        curvature_measure += curvature_measure_vertex;


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