Snap the boundary (rim) vertices of an indexed mesh onto the nearest point of
a set of reference polylines (closed world-X/Z outlines). Used to pull a mesh
rim exactly onto a shared outline, so two meshes that meet at an edge (e.g. a
surface and the floor it bounds) share one rim curve instead of two
independently triangulated (and diverging) ones.
When getY is provided, each snapped rim vertex's Y is also set to
getY(x, z) at its new position, so the rim can be pinned to a shared height
as well as X/Z. When omitted, only X/Z are moved and Y is left as-is.
Snap the boundary (rim) vertices of an indexed mesh onto the nearest point of a set of reference polylines (closed world-X/Z outlines). Used to pull a mesh rim exactly onto a shared outline, so two meshes that meet at an edge (e.g. a surface and the floor it bounds) share one rim curve instead of two independently triangulated (and diverging) ones.
When
getYis provided, each snapped rim vertex's Y is also set togetY(x, z)at its new position, so the rim can be pinned to a shared height as well as X/Z. When omitted, only X/Z are moved and Y is left as-is.