After the creation of the first prototype, plans changed. At the moment they look like this:
Mesh.Face[Index].Loop[Number] // Face Corner
Mesh.Loop[Index].V // First - simple
Mesh.Loop[Index].SortedV
// In loops of single face vertices can repeat, need sorting by loops edges
Mesh.Loop[Index].E
Mesh.Edge[Index].Connection_Faces[Number]
Mesh.Edge[Index].Connection_Edges[Left/Right] [Number]
Mesh.Edge[Index].Connection_Points[Left/Right] [Number]
Mesh.Point[Index].Connection_Faces[Number]
Mesh.Point[Index].Connection_Edges[Number]
Mesh.Point[Index].Connection_Points[Number]
The essence of the difference is that now there is a receipt of the loop number, and data on the connection of the polygon is already obtained from it.
Since this may be redundant, a design problem has arisen.
Without it, this possibility will be ignored.
Usage example:
You want to connect 2 boards with a hinge.
You can create these boards on polygons.
Now you want a hinge.
You create it on the edges, and rotate it to the polygon
And in order to know the polygon, this node is needed.
Or another example: You create an effect like this:
You want to know about each vertex its neighbors.
You can convert this to a curve and do index +/-
But it’s long and redundant in some cases.
And with a node, you can know the indices of the neighbors for the vertex.