Well we already had some private chat going on about the performance of Geometry Algorithm.

So you can ignore this one Anyway, I will just write something for the other people that are looking at this thread and are interested about the performance. First of all, the performance depends on the number of points and the complexity of the shape. All examples provided by this asset can be generated in real-time. For example, I profiled two examples:

Tank example (299 points): Hull generation took 41.77ms and the triangulation took 1.53ms.

Dude example (228 points): Hull generation took 53.7ms, and the triangulation took 2.15ms.

Further, all the algorithms available in Geometry Algorithms can be run async from the main thread. Therefore, if you have very large calculations you can always offload it to another thread without freezing the main thread.

The 3D triangulation algorithm in this asset can only triangulate convex shapes properly. So, it cannot handle holes or boundaries. The result of the algorithm is either a set of tetrahydrons or if you change the input settings, it can return a set of triangles that represent the hull of the set of generated tetrahydrons.

Hello.
I’m try to build Geometry plugin for IOS but it give a me a strange error in XCode (Both 9 and 10Beta).
Tried to put it in a new project and build only a demo scene: it stuck and the end of building (circa 160/166 taks) then give me this error:

clang: error: unable to execute command: Killed: 9

clang: error: clang frontend command failed due to signal (use -v to see invocation)

clang: note: diagnostic msg: PLEASE submit a bug report to http://developer.apple.com/bugreporter/ and include the crash backtrace, preprocessed source, and associated run script.

Is something know? I must follow some rules to build IOS? As i say i just tried to create a New Project with GeometryAlgorithms and nothing else in Unity2018f1.2.f1 and just build it. No problem with Unity generating XCode code but got this strange error while building inside XCode.

Sorry to hear that Geometry Algorithms is not fully working for you. This is the first time I have heard about this issue, so it is not known to me. Also, I have never tested it with building for ios or building within xCode.

So, at the moment, I don’t have a solution to this problem.

I am not sure if you already found these links, but maybe they can help:

Can you do constrained Delaunay where I can specify edges that must be included? For instance, if we pretend that the blue lines in this image weren’t part of the Delaunay triangulation, but forced to be included? Constraint edges and/or Steiner points.

No that is not possible. However, the triangulation could be configured in such a way that it would return the triangle data instead of a Unity mesh. Then, you can use that that for further processing (e.g. coloring)

Hello, I am really interested in your tool. It looks really great.
I have 2 questions:
Question 1:
I have Points of a 2D-Contour I can pass to a Unity-Line Renderer Component.
The Problem is: I want to fill the contour with color. Unity Line Renderer can’t fill a contour. Can I use your tool to fill the contour? I only have contour points, no points inside of the contour (like you have in your demos).
Question 2:
I have 2D contour (see question below). At the moment, I am renderering them with a Unity line renderer.
It is just 2D. But can I extrude the my 2D form in height, so I get a 3D Objekt? For example: I have a circle, but I want to extrude it in Y-Axis, so I get a coin.
Question 3: Is there a trial version I can test for few days?

Can this asset also calculate a 3d Delaunay triangulation for an arbitrary point set? I assume so given that you are able to create the 3d Voronoi, but I wanted to confirm.

Yes, it is possible to create 3D Delaunay triangulations. Do note that the 3D algorithm is less advanced than the 2D algorithm, because it cannot create concave shapes or take into account holes.

I want to use your Geometry Algorithms asset to triangulate 2D mesh for bitmap images.
In other words, I want to implement a prototype in unity that input is a bitmap image, and after that triangulate image, like attached image.
Could you help me what should I do?

This asset cannot directly triangulate bitmap images. The triangulation algorithms requires a set of points as input. So, to be able to use this algorithm, you have to somehow translate the bitmap image to a set of points and then afterwards draw the lines on the image.

I guess the tricky part in this process is to retrieve the points from the bitmap image.

Yes, the whole triangulation part can be done by this asset. Afterwards based on the result of the triangulation, you have to draw the lines on the bitmap yourself.