algorithm,binary-tree,polygon,triangulation

Here's a recursive bijection. The base case is that the degenerate 2-vertex polygon corresponds to the empty tree. Inductively, the tree has at least one interior node. Assume that the vertices of the polygon have preexisting labels from 1 to n in clockwise order. Examine the unique triangle T that...

Turning a triangulation into a delaunayTriangulation: Certainly not possible for all triangulations, as they don't fulfill the Delaunay property. Constrained Delaunay triangulation might work if your trep is well behaved, but might possibly add additional triangles and shuffle nodes: delaunayTriangulation(trep.Points, trep.edges); Therefore I would suggest to you the following Workaround:...

java,libgdx,triangulation,procedural-generation

It seems like you just want to compute the set of edges of the resulting triangles. Therefore, you can simply create an Edge class, with two special properties: the equals method returns true even if the vertices of the edge to compare with are swapped (so that an edge (2,1)...

(I am a CGAL developer, but I do not know well the dD triangulation package.) I think that you cannot do a computation over R^3 x S using CGAL. If S is a embedable in R, I suggest you do the computation in R^4....

algorithm,math,map,bluetooth,triangulation

Your approach is predicated on some flimsy assumptions. Trilateration is determining a position in space based on three (or four, if working in three dimensions) distance measurements to known locations. Triangulation is determining a position in space based on three angular (what direction is the signal coming from) measurements to...

algorithm,normalization,triangulation,wavefront

The vertex normals are used in the shader for lighting interpolation purposes, i.e. they represent the normal of the surface at each vertex. If you do not add any vertices, there is no information to add, i.e. the normals stay as they are at the vertices.

I changed the format of out put file, here is the new format: v x1 y1 v x2 y2 ... f v11 v12 v13 a11 a12 a13 f v21 v22 v23 a21 a22 a23 ... where a12 ... are triangle neighbors. the function becomes : std::ofstream Ivge_file(link); unsigned Vertx_index =...

I had trouble using the incident_cells() function as I was not sure how to use the OutputIterators. This CGAL forum discussion exactly answers my question(with a code example).

matlab,triangulation,voronoi,geometry-surface,finite-element-analysis

You can do this using the DUALMESH-submission on the file exchange: DUALMESH is a toolbox of mesh processing routines that allow the construction of "dual" meshes based on underlying simplicial triangulations. Support is provided for various planar and surface triangulation types, including non-Delaunay and non-manifold types. Simply use the following...

python,scipy,triangulation,delaunay

What you are looking for is called constrained Delaunay triangulation, and unfortunately the scipy.spatial implementation does not support it. As you pointed out, triangle does have that feature -- why not use it instead?...

java,android,libgdx,polygon,triangulation

You need to clear the screen at the beginning of each frame. Refactor your render method to be something like this... @Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); polyBatch.begin(); polySprite.draw(polyBatch); polyBatch.end(); } ...

You are saying that you have a triangulation method that works in 2D. Fine. Put both of your contours on the same plane z = 0, do the 2D triangulation, then set z coordinate of the vertices of the outer contour to the value you need. As you said, move...

c++,infinite-loop,triangulation,cgal,delaunay

I think the bug is in your struct adjacent_vertex_back_inserter_t The operator= should be as follows: inline void operator=(const vertex_handle_t& w) { assert(! delaunay.is_infinite(v)) if ( !delaunay.is_infinite(w) && (delaunay.geom_traits().compare_distance_3_object()(p, w->point(), v->point()) == CGAL::SMALLER)){ v = w; } ...

python,matplotlib,plot,triangulation,mplot3d

I'm not an expert, but this was an interesting problem. After doing some poking around, I think I got something close. I made the Triangulation object manually and then passed it and a z list of zeros into plot_trisurf, and it put the triangles in the right place on z=0....

kinect,triangulation,gl-triangle-strip

If you're able to use the point cloud library, you could use the class pcl::OrganizedFastMesh< PointInT >. http://docs.pointclouds.org/trunk/classpcl_1_1_organized_fast_mesh.html I use it to triangulate complete depth frames....

mesh,autocad,raytracing,triangulation

You can collect the details of geometry by creating your own implementation of WorlDraw and ViewportDraw with the AutoCAD .NET API: http://adndevblog.typepad.com/autocad/2012/07/get-entity-geometry-using-custom-worlddraw-and-viewportdraw.html

libgdx,polygon,triangulation,convex,concave

The problem is with your loop: // Make triangles for (int i = 0; i < pointsCoords.size / 6; i++) { trianglesVertices.add(new float[] { pointsCoords.get(i), pointsCoords.get(i+1), pointsCoords.get(i+2), pointsCoords.get(i+3), pointsCoords.get(i+4), pointsCoords.get(i+5), }); Polygon triangle = new Polygon(trianglesVertices.get(i)); triangles.add(triangle); } First triangle will have correct coordinates, but second one will will use...

c#,list,loops,polygon,triangulation

I hope I understood the question correctly: Your problem is to calculate the neighbor indices at the end of your node list, right? If so, why don't you just calculate the indices using a simple modulo function as that: int mod(int k, int x) { return ((k % x) +...

matlab,interpolation,triangulation,numerical-integration

You could assume your function to be piecewise linear on your integration area and then integrate it using a midpoint quadrature rule: For every triangle you compute the midpoint value as the mean of the nodal values and multiply by the triangle's area. You sum it all up to get...