3D convex hull by quickhull
In your harnessMesh algorithmMIT
Compute the convex hull of 3D points as a closed mesh with outward faces, merging coplanar triangles into polygons. Use it for collision shapes, bounding volumes and faceted gem forms.

What it takes and gives
- Entry points
- convex_hull, sphere_points, random_points, build, main
- Parameters
- count, distribution, seed
- Complexity
- O(n log n) expected, O(n^2) worst case
- Axes
- +Y up, metres
Limits. Floating-point predicates with a relative tolerance (1e-9 of the bounding-box diagonal): points closer than that to a face count as inside, and nearly coplanar faces may stay split. Fewer than four distinct points, or points that are all collinear or coplanar, raise an error. The command line output is flat shaded, so it is not closed as stored; the function result is closed.
Details
- Kind
- Mesh algorithm
- Engine
- Python 3.10 or later
- Files
- 10 files, 198.5 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
- Quickhull (Barber, Dobkin and Huhdanpaa 1996), Horizon edge extraction, Coplanar facet merging by union-find, Golden-angle (Fibonacci) sphere sampling
- Tags
- convex hull, quickhull, computational geometry, collision, bounding volume, point cloud
- Identity
library.supply.creative_originals.5b21a3e813eae9feab1ab48d.224a25cdb27bdda5- Version
224a25cdb27bdda5d731e8bf8df5621fca4784a90563724532e53bed875d9b69
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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