# mach/trimesh2d - simple polygon triangulation in linear time Converts 'simple' polygons (i.e. no holes) into triangle meshes in linear time using a modern earcut algorithm that works in linear time and has proven correctness. This is a Zig implementation of the paper: > "_[Deterministic Linear Time Constrained Triangulation using Simplified Earcut](https://arxiv.org/abs/2009.04294)_" - Marco Livesu, Gianmarco Cherchi, Riccardo Scateni, Marco Attene, 2020. > IEEE Transactions on Visualization and Computer Graphics, 2021. [arXiv:2009.04294](https://arxiv.org/abs/2009.04294) (This repository is a separate copy of the same library in the [main Mach repository](https://github.com/hexops/mach), and is automatically kept in sync, so that anyone can use this library in their own project if they like!) ## Getting started ### Adding dependency In a `libs` subdirectory of the root of your project: ```sh git clone https://github.com/hexops/mach-trimesh2d ``` Then in your `build.zig` add: ```zig ... const trimesh2d = @import("libs/mach-trimesh2d/build.zig"); pub fn build(b: *Builder) void { ... exe.addPackage(trimesh2d.pkg); } ``` ### Usage ```zig const trimesh2d = @import("trimesh2d"); pub fn main() { const allocator = std.heap.page_allocator; var polygon = std.ArrayListUnmanaged(f32){}; // append your polygon vertices: // try polygon.append(allocator, 1.0); var out_triangles = std.ArrayListUnmanaged(u32){}; var processor = trimesh2d.Processor(f32){}; defer processor.deinit(allocator); // Process a polygon. try processor.process(allocator, polygon, &out_triangles); // out_triangles has indices into polygon.items of our triangle vertices. // If desired, call .reset() and call .process() again! Internal buffers will be reused. } ``` ## Join the community Join the Mach community [on Discord](https://discord.gg/XNG3NZgCqp) or [Matrix](https://matrix.to/#/#hexops:matrix.org) to discuss this project, ask questions, get help, etc. ## Issues Issues are tracked in the [main Mach repository](https://github.com/hexops/mach/issues?q=is%3Aissue+is%3Aopen+label%3Atrimesh2d). ## Contributing Contributions are very welcome. Pull requests must be sent to [the main repository](https://github.com/hexops/mach/tree/main/trimesh2d) to avoid some complex merge conflicts we'd get by accepting contributions in both repositories. Once the changes are merged there, they'll get sync'd to this repository automatically.