triangulator | Triangle pattern generator for OS X
kandi X-RAY | triangulator Summary
kandi X-RAY | triangulator Summary
Triangulator is a Mac OS X desktop app for generating nice polygon-style pattern images.
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QUESTION
So I need to generate a polygon using the Unity Mesh component that has n number of vertices. I am using a custom Triangulate() function that is able to find the indices for the mesh.triangles.
The problem is that based on the vertices I feed that function, the polygon generates on the wrong side and sometimes is not visible to the camera (unless I flip the camera to the other side).
Now I know this has to do with Unity's clockwise winding order, but how can I make sure the polygon is always generated on the correct side, no matter the vertices I feed it? Or could there be a way to know on which side the mesh generated so I can adjust the camera accordingly?
...ANSWER
Answered 2020-Feb-24 at 02:55This is the normal vector n of a triangle:
The visibility of the triangle is based on its normal. The math that calculates the light that hits the triangle, is reflected and goes to your eyes (Unity camera) uses the normal of the triangle for that. Basically, if that vector n points towards your eyes it means you can see [part of] the light that hits that surface.
To know if you can see the triangle, you need to know if the normal points to you. Without going further with the math, the normal is given by calculating the cross product of the vectors defined by the vertices of the triangle.
For example, a triangle A-B-C can be defined by the vectors AB and BC (not related with the figure above). Or you can invert the "direction" of this triangle and define it AC and CB. The normal of AB/BC has one direction and the normal of AC/CB has the opposite direction, because of ... math - if you google this stuff you can learn why, there are tons of tutorials.
So I wrote all this to tell something you already know: the order of the vertices defines the visibility. But that's because it defines the direction of the normal. Now take a look at this code:
QUESTION
I have an array of four 3D points (Vector3[]
), which are all on the same plane. I'm using Unity
with C#
and the purpose is to use 2D Traingulator
for these 4 points.
ANSWER
Answered 2019-Apr-22 at 17:17Solution 1 - Trivial
If the quad is convex and you know the ordering of the vertices, use indices = new double[6]{0,1,2,0,2,3};
Solution 2 - Triangulate by hand
If the quad is convex but you are unsure about the ordering, test the orientation and adjust the indices.
QUESTION
I have a solution (available on Git at this link) including one project (producing a DLL library) and a native unit test.
- Visual Studio Enterprise 2015 with VC++
- On Windows 10
The structure of my solution is the following:
...ANSWER
Answered 2018-Oct-19 at 11:54So the issue here was kinda peculiar to my configuration but also generic enough to deserve an answer for other devs who might incur in this situation.
The problem was that the .dll
s of my source project were not deployed to the test output folder. So you need to set OutDir
in your test project properties:
QUESTION
I need to triangulate a polygon that will have lots vertices close together. The polygons are going to represent the shape of countries. I am using libgdx and want to utilise its PolygonRegion class:
PolygonRegion(TextureRegion region, float[] vertices, short[] triangles)
Creates a PolygonRegion by triangulating the polygon coordinates in vertices and calculates uvs based on that.
In libgdx there is EarClippingTriangulator for triangulating polygons. Its docs say:
If the input polygon is not simple (self-intersects), there will be output but it is of unspecified quality (garbage in, garbage out).
Other triangulator in libgdx don't say much about this and I cannot find anything on google to help.
I want to know if there is going to be any problems triangulating complex polygons with vertices that can be next to each other, or in close proximity. My polygons may contain a few hundred vertices (well I think it could be more).
[edit] I am unsure if there is even a point in triangulating the polygon, because of how many triangles it will create.
...ANSWER
Answered 2018-May-30 at 04:04You don't have to program this yourself. Most high-level programming languages have a 2D graphics library, and offer a Polygon Shape programmable object. It would define a closed (simple) polygon as a list of vertices [x, y] visited in CCW order. This Polygon object comes with a "fill" function, which is designed for speed filling complex shapes like yours. Triangulation would be a relatively slow approach...a faster algorithm converts the shape into a set of horizontal scan lines (taking advantage of the fact that the graphics system at the lowest level has to fill in pixels). As far as islands, each would have to have its own polygon object. If there were cutouts in a region (swiss cheese), each would have its own polygon. Each polygon requires closure.
QUESTION
I have created a page of text and nested it within a container div. All was fine until I added a couple of divs labelled 'left-column and 'right-column'. Now the text is no-longer nested inside the container div as I expected, but is instead displayed at the bottom, below what should be the containing div.
I tried changing the divs to spans but the same thing keeps happening. I looked over the code and from everything I can tell these sections should be nested, but they are not.
The code:
index.html.erb
...ANSWER
Answered 2017-Feb-08 at 17:16From looking like your code, it looks like this is a css-floating issue and not directly related to rails. With your left and right float within the unfloated container div, you have issues with positioning. The quickest solution is to include a clear:both inside the container div.
Here's an example of how I would format the html to fix the problem.
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