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class="breadcrumb-nav-list-item"><a href="/meshedit/global/">Global Operations</a></li> <li class="breadcrumb-nav-list-item"><span>Triangulation</span></li> </ol> </nav> <div id="main-content" class="main-content" role="main"> <h1 id="triangulation"> <a href="#triangulation" class="anchor-heading" aria-labelledby="triangulation"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Triangulation </h1> <p>For an in-practice example, see the <a href="/Scotty3D/guide/model">User Guide</a>.</p> <p>A variety of geometry processing algorithms become easier to implement (or are only well defined) when the input consists purely of triangles. The method <code class="language-plaintext highlighter-rouge">Halfedge_Mesh::triangulate</code> converts any polygon mesh into a triangle mesh by splitting each polygon into triangles.</p> <p>This transformation is performed in-place, i.e., the original mesh data is replaced with the new, triangulated data (rather than making a copy). The implementation of this method will look much like the implementation of the local mesh operations, with the addition of looping over every face in the mesh.</p> <p>There is more than one way to split a polygon into triangles. Two common patterns are to connect every vertex to a single vertex, or to “zig-zag” the triangulation across the polygon:</p> <center><img src="triangulate.png" style="height:300px" /></center> <p>The <code class="language-plaintext highlighter-rouge">triangulate</code> routine is not required to produce any particular triangulation so long as:</p> <ul> <li>all polygons in the output are triangles,</li> <li>the vertex positions remain unchanged, and</li> <li>the output is a valid, manifold halfedge mesh.</li> </ul> <p>Note that triangulation of nonconvex or nonplanar polygons may lead to geometry that is unattractive or difficult to interpret. However, the purpose of this method is simply to produce triangular <em>connectivity</em> for a given polygon mesh, and correct halfedge connectivity is the only invariant that must be preserved by the implementation. The <em>geometric</em> quality of the triangulation can later be improved by running other global algorithms (e.g., isotropic remeshing); ambitious developers may also wish to consult the following reference:</p> <ul> <li>Zou et al, <a href="http://www.cs.wustl.edu/~taoju/research/triangulate_final.pdf">“An Algorithm for Triangulating Multiple 3D Polygons”</a></li> </ul> </div> </div> <div class="search-overlay"></div> </div> </body> </html>