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Concave generation #148
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To enable using var constraintEdges = new NativeArray<int>(..., Allocator.Persistent);
using var positions = new NativeArray<float2>(..., Allocator.Persistent);
using var triangulator = new Triangulator(Allocator.Persistent)
{
Input = {
Positions = positions,
ConstraintEdges = constraintEdges,
},
Settings = {
RestoreBoundary = true,
}
};
triangulator.Run();
var triangles = triangulator.Output.Triangles; I guess in your case constraints will have the form See Many thanks for the contribution! I guess I have to add additional Best, |
Hi @riccardo-runci, Best, |
Hi, i'm using this awesome library to generate mesh at runtime.
Basically i have a list of vector3 (points) that i use to generate the mesh, it work perfectly but when i generate a complex mesh i get a convex mesh, what i need is a mesh with some concave parts.
This is a screenshot of what i have:
https://imgur.com/a/xtv2Mu5
the red box are my points in the world and the "white" mesh are what i get with Burst Triangulator,
this is what i'm trying to achieve
https://imgur.com/a/zTGwuZq
same screenshot but i need to remove the "yellow" parts
and this is the source code:
Thanks for this awesome library
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