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And we could consider select_vertices_over_surface and related logic. That's some of the stuff we plan to Cythonize at some point. Though on the other hand maybe it fits better in a situation where we have a "mesh object" that has a vertex2faces map 🤔
Related: pygfx/gfxmorph#20
pylinalg
aabb_to_sphere
aabb_transform
pygfx
normals_from_vertices
get_bounding_box
get_bounding_sphere
I'm sort of surprised we managed to implemented so many graphics features with only a handful of computational geometry functions :)
gfxmorph
volume_of_triangle
volume_of_closed_mesh
solid_tetrahedon
subdivide_faces
smooth_sphere_geometry
vertex_get_neighbours
face_get_neighbours1
face_get_neighbours2
faces_normalize
vertex_get_incident_face_groups
vertex_get_gaussian_curvature
mesh_is_edge_manifold_and_closed
mesh_get_non_manifold_edges
mesh_is_oriented
mesh_get_volume
mesh_get_surface_area
mesh_get_component_labels
mesh_get_non_manifold_vertices
mesh_get_boundaries
mesh_get_consistent_face_orientation
mesh_stitch_boundaries
mesh_fill_hole
tesselate
_tesselate_naive
_tesselate_earcut1
distance_of_point_to_line_piece
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