Does CGAL only support Constrained Delaunay Triangulation (CDT) for Planar Straight Line Graph (PSLG) now?
What about a curve boundary, like a circle or ellipse? I tried to discretize the curve boundary manually, but the element quality is not satisfactory.
Thanks
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I'm able to get the delaunay triangulation from CGAL using the following example code
How can I extract the polygonal outline (ie, the boundary edges, which can be non-convex) that forms the edges of this 2D triangulation?
You can check is_constraint(edge) or the Constraint iterator.
I'm using CGAL 2D Delaunay triangulation to define a terrain. I can't use the terrain class because my triangulation has constraints and they can't be used on terrain or 3D triangulations. (That's what I see so far, since there are no terrain properties or 3D triangulation classes). Due to the constraints I'm using the make_conforming_delaunay_2 function to refine the triangulation. I have a problem when using this function. Everything is compiling and running OK, but the problem is with the results:
The function is inserting some points out of any existing triangle face. Is this correct?
Since it is a terrain I need the elevation of these inserted points. Is there any way to make CGAL tell me what triangle face these inserted points are in, so that I could calculate its elevation? I expected the points only in existing triangles faces.
Is there anyway even in a 2d triangulation to use 3D points? (So that the interpolated points will come with the elevation already calculated.)
You can use the class CGAL::Projection_traits_xy_3 like in this example.
I have a mesh (close to polygon soup) with texture coordinates. I'd like to use CGAL for various operaitons on this mesh; most specifically the Naf_polyhedron class. I can "thicken" each triangle to make sure it's manifold and acceptable as a Naf, but I don't know how to carry the texture coordinates through the operations so they are preserved for vertices, and interpolated for cut edges.
Also, a single "point" may have multiple texture coordinates, as the texture coordinate is a function of both "face" and "point."
Are there examples or documentation for how to do this? Or does CGAL not support this in a mostly-built-in fashion?
The sample points is taken from a flying machine in a fix sample rate (e,g 1s=25 frame), it contains the x,y,z position.
The requirement is to import the point lists and edit the curve, then export it to a new point lists.
I want to use the Cubic Bezier curve to display the points, the problem is :
The flying path is arbitrary, can it always be drawn in Bezier curve?
How to confirm the vertex and control points?
The reason of vertex and control point is for editing, i want to drag the control point to modify the curve.
Am new for this field, any suggestion or sample code is appreciated. :)
Cubic Bezier spline won't fit to an arbitrary digitized curve. If Cubic Bezier spline approximate your curve with unacceptable square error, there are two options:
Split original curve into segments (for example, where curve bends) and then fit segments with Cubic Bezier splines. There is a description of an algorithm for automatically fitting digitized curves
Use higher order Bezier splines than cubic, which can fit any continuous smooth curve.
This will result in iterative process to find Bezier spline of minimum order fitting the curve with an acceptable error.
I want to draw an airfoil with knowing it's coordinates.i decide to use quadratic bezier curve so with first and end points of bezier equation, how to find the best control point for this quadratic bezier curve that pass through a set of points? (coordinates of airfoils)
The question you're asking is very similar to this one: How can I fit a Bézier curve to a set of data?