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Lymph
lymph_mesh builds lower-limb lymph-node groups and collecting routes. The superficial field contains separate medial and posterolateral paths.

The solids live in extensions/humanoid/skeleton/leg/lymph/. add_leg can draw them with LYMPH. See Leg.
This is not a three.js port. See Extensions.
from extensions.humanoid.sex import MALE
from extensions.humanoid.spec import HumanoidSpec
from extensions.humanoid.skeleton.leg.contents import BONES, LYMPH
from extensions.humanoid.skeleton.leg.lymph.dimensions import INGUINAL_NODES
from extensions.humanoid.skeleton.leg.lymph.geometry import lymph_mesh
from units.si import FOOT, Length
var person = HumanoidSpec(Length(6.0, FOOT), MALE)
var nodes = lymph_mesh(person, INGUINAL_NODES)side picks RIGHT or LEFT. A right leg is the default.
The solids live in the leg frame. The origin is the tibiofemoral joint line. Plus y is proximal. Plus x is body-right. Plus z is anterior.
The labeled set connects superficial and deep drainage to the correct node groups.
| Part | Role |
|---|---|
INGUINAL_NODES |
Five representative superficial and deep nodes below the inguinal ligament. |
POPLITEAL_NODES |
Five representative nodes in the posterior knee fat. |
SUPERFICIAL_LYMPHATICS |
Separate medial and posterolateral routes beside the saphenous veins. |
DEEP_LYMPHATICS |
Three crural collectors, popliteal nodes and one deep-inguinal efferent. |
The medial superficial route accompanies but does not overlap the great saphenous vein. The posterolateral route does the same beside the small vein.
Anterior tibial, posterior tibial and fibular collectors converge on representative popliteal nodes. Their efferent ends at the deep inguinal representative.
Physical collector radii drive distance, containment and analytic mass. The mesh alone enlarges collectors for visibility.
is_node_group returns True for the inguinal and popliteal clusters.
lymph_tissue() holds wet density 1.01 g/cm³ as a named near-water template. Water fraction is 0.95. Compressive modulus is 0.02 MPa. Poisson's ratio is 0.45.
Water fraction is metadata. Mass uses wet density times envelope volume. Do not scale by one minus water fraction again.
These values are named research metadata. This extension does not implement a constitutive model.
- Lower-limb lymphatic anatomy and lymphosomes
- Inguinal lymph nodes, StatPearls
- Lower-limb lymphatic drainage
- Healthy lower-limb lymphatic diameters
from extensions.humanoid.skeleton.leg.lymph.mass import lymph_mass
from units.si import GRAM
var report = lymph_mass(person, INGUINAL_NODES)
report.mass.to(GRAM)examples/lymph.mojo draws one six foot male right leg. The layers are bones and lymph. It writes out/lymph.png. Run it with:
.venv/bin/mojo run -I . examples/lymph.mojo out/lymph.pngTutorials
How-to
Reference
- Scene graph
- Rotations
- Cameras
- Geometry
- Geometry addons
- Lofts and clipping groups
- Sculptor
- Procedural generators
- Meshes and assets
- Lines
- Points and sprites
- Helpers
- Scene objects
- Animated objects
- Raycasting
- Curves and paths
- Animation
- Skinning
- Materials
- Node materials
- TSL functions
- Lights
- Lighting addons
- Fog
- Textures
- Renderer
- Renderer hooks and material flags
- Rasterization
- GPU backend
- Render target
- Post-processing
- GPU computation
- Compute nodes
- Progressive light map
- Gaussian splats
- Voxel global illumination
- SVG renderer
- Image files
- Image decode queue
- Model files
- More model files
- Exporters
- Scene JSON
- Windowing and controls
- Math
- Norm consumers
- Math addons
- Units
- Coverage tool
- Commands
- Examples
- Benchmarks
- Extensions
- Shared physics
- Physics query snapshots
- Continuous collision
- Tick force restoration
- Water
- Streamline
- Animals
- Buildings
- CARLA
- Femur
- Tibia
- Fibula
- Patella
- Knee
- Muscles
- Vessels
- Lymph
- Nerves
- Integument
- Leg
- Foot
- Pelvis
- Torso
- Arm
- Hand
- Head
- Genome
- Game humanoid
- Humanoid fidelity
- Audio-aligned game faces
- Converted assets
- Mesh quality
- Segment inertia
Explanation
- Software rasterizer
- Scene graph as an array
- Linear color
- Normals are not colors
- Perspective correction
- Fixed-point coverage
- Per-fragment shading
- Mipmaps
- Sorted transparency
- Types and checks
- Render hooks as a trait
- Shared CPU and GPU code
- Bands and threads
- PNG structure
- Extensions beside the port
- CUDA teardown hang
- Mojo compiler hang