pub fn vertices_in(
mesh: &Mesh,
bvh: &Bvh,
region: &Region,
out: &mut Vec<VertexId>,
) -> Result<usize>Expand description
Appends to out, in ascending order and without duplicates, every vertex
inside region that belongs to an alive triangle, and returns how many were
appended. Elements already in out are kept and stay in front; only the
appended part is sorted.
A vertex that no triangle uses is not found: the search runs over triangles.
During the traversal the appended range is compacted (sorted and
deduplicated in place) whenever it reaches twice its size at the last
compaction, so it never holds much more than twice the final result, and
needs no extra memory; out keeps that capacity afterwards.
ยงErrors
As for triangles_in.