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73 3D reference map
74 3D:   Objects, groups, and paths
75 3D:   Cameras and projection
76 3D:   Views inside a Scene
77 3D:   Animating 3D objects
78 3D:   Animating the 3D camera
79 3D:   Cuts, caps, and section measurements
80 3D:   Supplementary surface, section, and annotation bindings
81 3D:   Cuts, sections, and numerical volume
82 3D:   Vectors
83 3D:   Linear maps and rotations
84 3D:   Affine transforms
85 3D:   Bounds, rays, and planes
86 3D:   Spatial maps and homotopies
87 3D:   Materials and lights
88 3D:   Lighting inspection
89 3D:   Shadow descriptors and stable bounds
90 3D:   Finite-light animation
91 3D:   Software finite-light evaluation
92 3D:   Colour space and final output
93 3D:   Relations and geometric annotations
94 3D:   Projected labels
95 3D:   Textured billboards
96 3D:   Spatial curves and vector diagrams
97 3D:   Spatial anchors and label layout
98 3D:   Anchors and projected labels
99 3D:   Parametric surfaces and calculus
100 3D:   Adaptive, trimmed, and implicit surfaces
101 3D:   Constructive solids
102 3D:   Surface constructors and queries
103 3D:   Meshes
104 3D:   Triangle topology
105 3D:   Polygonal faces
106 3D:   Deterministic convex hulls
107 3D:   Polyhedral duals
108 3D:   Schlegel diagrams and polyhedral nets
109 3D:   Conservative mesh correspondence
110 3D:   Topology-safe mesh matching
111 3D:   Checking and repairing mesh orientation
112 3D:   Clipping, sections, and transparency
113 3D:   Prepared spatial ODE trajectories and vector fields
114 3D:   Seeds and streamline sets
115 3D:   Poincare sections and return maps
116 3D:   Equilibria and local linearization
117 3D:   Flow maps and volume change
118 3D:   Drawing and inspecting trajectories
119 3D:   Reading prepared trajectories
120 3D:   Drawing vector fields and particles
121 3D:   Trajectory display
122 3D:   Spatial inspection and exact picking
123 3D:   Retained renderer backends
124 3D:   Compiled geometry and instances
125 3D:   Frame requests and results
126 3D:   Software rendering and statistics
127 3D:   Optional Racket/  Open  GL backend
128 Experimental Derived Visuals
129 Source Package Hygiene
On this page:
mesh3d-duplicate-triangle
mesh3d-analysis
analyze-mesh3d
mesh3d-validate
mesh3d-orientation-report
mesh3d-orient-consistently
mesh3d-orient-outward
mesh3d-self-intersection-candidates
9.3

111 3D: Checking and repairing mesh orientation🔗ℹ

3D reference map · First 3D picture

struct

(struct mesh3d-duplicate-triangle (first-triangle-index
    duplicate-triangle-index
    winding)
    #:transparent)
  first-triangle-index : exact-nonnegative-integer?
  duplicate-triangle-index : exact-nonnegative-integer?
  winding : (or/c 'same 'reversed)
Records a later triangle that has the same three indexed vertices as an earlier one, independent of cyclic rotation.

struct

(struct mesh3d-analysis (vertex-count
    triangle-count
    edge-count
    degenerate-triangles
    duplicate-triangles
    boundary-edges
    boundary-loops
    nonmanifold-edges
    inconsistent-winding-edges
    connected-components
    isolated-vertices
    signed-component-volumes
    watertight?
    orientable?
    consistently-wound?)
    #:transparent)
  vertex-count : exact-nonnegative-integer?
  triangle-count : exact-nonnegative-integer?
  edge-count : exact-nonnegative-integer?
  degenerate-triangles : vector?
  duplicate-triangles : vector?
  boundary-edges : vector?
  boundary-loops : vector?
  nonmanifold-edges : vector?
  inconsistent-winding-edges : vector?
  connected-components : vector?
  isolated-vertices : vector?
  signed-component-volumes : vector?
  watertight? : boolean?
  orientable? : boolean?
  consistently-wound? : boolean?
An immutable, deterministic report over indexed geometry. Edge records retain first-triangle encounter order; components and loops retain source-index order. Degeneracy uses a tolerance proportional to the mesh’s squared extent rather than one universal world-coordinate epsilon.

procedure

(analyze-mesh3d mesh) → mesh3d-analysis?

  mesh : mesh3d?
Computes topology and geometric diagnostics without changing mesh.

procedure

(mesh3d-validate mesh) → mesh3d-analysis?

  mesh : mesh3d?
An explicit alias for analyze-mesh3d. Mesh construction remains cheap and does not implicitly run this potentially expensive analysis.

struct

(struct mesh3d-orientation-report (initial-analysis
    final-analysis
    flipped-triangle-indices
    outward?)
    #:transparent)
  initial-analysis : mesh3d-analysis?
  final-analysis : mesh3d-analysis?
  flipped-triangle-indices : vector?
  outward? : boolean?
An immutable explanation of an explicit orientation repair. Per-vertex normals are authored attributes and are not silently regenerated by repair.
Returns a replacement mesh with each manifold adjacent pair oppositely wound, or raises for degenerate, non-manifold, or parity-conflicting input.
Additionally makes every closed, orientable, nonzero-volume component outward-facing. Open, non-manifold, non-orientable, and zero-volume components fail explicitly because they have no unambiguous outside.

procedure

(mesh3d-self-intersection-candidates mesh) → vector?

  mesh : mesh3d?
Returns deterministic pairs of non-adjacent faces whose local AABBs overlap. This is a broad-phase candidate query, not a narrow-phase proof of intersection.