miniMAYA
A polygon modeling tool centered on a half-edge mesh: inspect topology, select components in the viewport, edit faces and subdivide while preserving sharp features.
Topology is
the interface.
Vertices, half-edges and faces form an explicitly linked graph. Symmetric half-edges connect adjacent faces, so editing operations can walk neighborhoods and rebuild connectivity without relying on implicit triangle order.
Pick, inspect,
extrude.
Viewport clicks are converted to object-space rays for vertex, edge and face selection. Extrusion duplicates the selected face along its normal, inserts the surrounding quad ring and reconnects every new symmetric edge.
Smooth form,
keep intent.
Catmull–Clark subdivision creates a denser surface while marked edges and vertices use sharp rules. Corners can remain fixed, crease chains keep their profile and new sub-edges inherit sharpness.
Import
Builds connected half-edge topology from polygon mesh data.
Select
Maps viewport input to vertices, half-edges and faces.
Edit
Updates geometry and connectivity through local mesh operations.
Subdivide
Generates a smoother mesh while carrying intentional sharpness forward.
MINIMAYA
C++ · OPENGL · QT · HALF-EDGE MESHES
An interactive polygon-modeling tool built around a half-edge data structure. It supports component selection with ray casting, face extrusion, Catmull–Clark subdivision, sharp-feature preservation and safeguards for non-manifold geometry.