BurstTriangulator
v3.8.0
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    Triangulation with refinement

    guitar-light-dtr

    To proceed with triangulation using mesh refinement, set RefineMesh to true and specify the required RefinementThresholds:

    using var inputPositions = new NativeArray<double2>(..., Allocator.Persistent);
    using var triangulator = new Triangulator(Allocator.Persistent)
    {
      Input = { Positions = inputPositions },
      Settings = {
        RefineMesh = true,
        RefinementThresholds = {
          Area = 1f,
          Angle = math.radians(20f)
        },
      }
    };
    
    triangulator.Run();
    
    var triangles = triangulator.Output.Triangles;
    var positions = triangulator.Output.Positions;
    

    The refinement process is controlled by two threshold parameters:

    • Area: denoted as \(C_\triangle\)
    • Angle: denoted as \(C_\theta\)

    These parameters allow fine-tuning of the refinement results based on specific criteria. Below, you can observe a set of results obtained by applying the refinement process to input data from Lake Superior (open the image in a new tab to see the details).


    lake-full-light


    Note

    Refinement is available for both constrained and non-constrained triangulation.

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