Mesh Merge
Concatenate two meshes into one buffer — geometric merge only, no boolean / CSG resolution.
Output.previewMesh accepts exactly one Mesh — and it's the same mesh that gets exported as STL. Templates that produce multiple solids (walls + base plate, polar-array copies, two extrusions, …) need a way to fold them into one mesh before handing off to Output. This node is that glue.
Node
Interactive preview is available in the interactive reader.
Sockets
a (in)- Mesh. First operand. Required.
b (in)- Mesh. Second operand. Required.
mesh (out)- Mesh.
bis appended toawith index offsets re-pointed at the merged vertex buffer.
Parameters
—- No standalone parameters.
How It Works
- Positions:
a.positionsandb.positionsare concatenated into oneFloat32Array. - Indices:
a.indicesis copied as-is.b.indicesare written next, each index shifted bya.positions.length / 3so they continue to address the right vertices in the merged buffer. - Normals: Concatenated only when both inputs carry them. If only one side has normals, normals are dropped so the downstream viewer recomputes — mixing normalled + non-normalled buffers would mis-shade half the mesh.
There is no intersection / union / subtract logic — pieces that interpenetrate stay interpenetrated. Use this for disjoint or touching-but-not-overlapping geometry.