pub fn decompose(mesh: &TriMesh) -> Vec<TriMesh>Expand description
Split a mesh into its connected components.
Components are ordered by the smallest triangle index they contain, so the same input always produces the same order – iteration order of a hash map would not, and #85 requires determinism.
A single-body mesh returns one component whose triangles are in input order, so decomposing a connected mesh is not a reindexing hazard.