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Coons patch from four boundary curves

In your harnessMesh algorithmMIT

Fill the space between four boundary curves with a bilinearly blended Coons surface, from functions or polylines. Use it for terrain fills, cloth panels, car body patches and quick lofts.

Render of Coons patch from four boundary curves
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Entry points
coons_point, polyline_function, demo_boundary, coons_patch, build, main
Parameters
boundary, resolution
Complexity
O(resolution^2)
Axes
+Y up, metres

Limits. The four curves must meet at their corners (not checked). Bilinear blending matches positions only (C0 across patch borders), not tangents. Polyline boundaries are followed by arc length, so their corners do not line up with grid lines in general.

Details

Kind
Mesh algorithm
Engine
Python 3.10 or later
Files
10 files, 207.3 KB
Licence
MIT
Declared effects
reads files, runs commands, writes files
Checked with
Godot 4.7.2, gl_compatibility, OpenGL 3 driver, Mesa llvmpipe under Xvfb
Checks
generator runs system python, generator runs verifier python, gltf strict structure, interpreters agree, example matches generator, godot headless gltf load, godot compatibility render
Techniques
Bilinearly blended Coons patch (Coons 1964), Boolean sum of ruled surfaces
Tags
coons patch, surface, boundary interpolation, transfinite, patch, modeling
Identity
library.supply.creative_originals.da0627e35c1bf6fd3a403d38.c5e83251524591d4
Version
c5e83251524591d4502a78d2fb4e432d4ce285ccac1138f22dbe5c846bfe081c

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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