As part of a project I’m working on, I need to generate a 2D triangular mesh.
At the minute, I’ve implemented a Delaunay triangulation algorithm. I have to input a set of vertices, and it triangulates between them, and that works out great.
However, I’d like to improve on this and instead input a set of vertices that represent the edge of an arbitrary 2D shape (with no holes), and generate a (as uniformly as possible) mesh inside that shape, with varying degrees of precision (target number of triangles).
My Google skills seem to be lacking today, and I haven’t found quite what I’m looking for.
Does anyone know of an algorithm / library / concept that will set me on my way?
The triangles of the possibly non-convex 2D shape must not cross the border edges, a Constrained Delaunay triangulation can achieve that.
One solution: Triangulate with Fade [1] and insert the edges of the polygon. A uniform mesh inside the area can then be created using Delaunay Refinement.
[1] http://www.geom.at/fade2d/html/
hth