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.

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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