This triangulation library is based on the java version located in earcut4j/earcut4j. Earcut4j is based on the javascript version located in @mapbox/earcut
The library implements a modified ear slicing algorithm, optimized by z-order curve hashing and extended to handle holes, twisted polygons, degeneracies and self-intersections in a way that doesn't guarantee correctness of triangulation, but attempts to always produce acceptable results for practical data.
It's based on ideas from FIST: Fast Industrial-Strength Triangulation of Polygons by Martin Held and Triangulation by Ear Clipping by David Eberly.
Download the latest version:
dotnet add package MadWorldNL.EarCut
List<int> triangles = Earcut.Tessellate(new double[] { 10,0, 0,50, 60,60, 70,10 }, null, 2);
// returns [1,0,3, 3,2,1]
Signature: Calculate(double[] data, int[] holeIndices, int dim)
.
data
is a flat array of vertice coordinates like[x0,y0, x1,y1, x2,y2, ...]
.holeIndices
is an array of hole indices if any (e.g.[5, 8]
for a 12-vertice input would mean one hole with vertices 5–7 and another with 8–11).dim
is the number of coordinates per vertice in the input array (2
by default). Only two are used for triangulation (x
andy
), and the rest are ignored.
Each group of three vertice indices in the resulting array forms a triangle.
// triangulating a polygon with a hole
List<int> triangles = Earcut.Tessellate(new double[] { 0, 0, 100, 0, 100, 100, 0, 100, 20, 20, 80, 20, 80, 80, 20, 80 }, new int[] { 4 }, 2);
// [3,0,4, 5,4,0, 3,4,7, 5,0,1, 2,3,7, 6,5,1, 2,7,6, 6,1,2]
// triangulating a polygon with 3d coords
List<int> triangles = Earcut.Tessellate(new double[] { 10, 0, 1, 0, 50, 2, 60, 60, 3, 70, 10, 4 }, null, 3);
// [1,0,3, 3,2,1]
Note that Earcut is a 2D triangulation algorithm, and handles 3D data as if it was projected onto the XY plane (with Z component ignored).
If you pass a single vertice as a hole, Earcut treats it as a Steiner point.