/// <summary> /// Reconstruct a triangulation from its raw data representation. /// </summary> public static TriangleNetMesh ToMesh(Polygon polygon, ITriangle[] triangles) { Otri tri = default(Otri); Osub subseg = default(Osub); int i = 0; int elements = triangles == null ? 0 : triangles.Length; int segments = polygon.Segments.Count; // TODO: Configuration should be a function argument. var mesh = new TriangleNetMesh(new Configuration()); mesh.TransferNodes(polygon.Points); mesh.regions.AddRange(polygon.Regions); mesh.behavior.useRegions = polygon.Regions.Count > 0; if (polygon.Segments.Count > 0) { mesh.behavior.Poly = true; mesh.holes.AddRange(polygon.Holes); } // Create the triangles. for (i = 0; i < elements; i++) { mesh.MakeTriangle(ref tri); } if (mesh.behavior.Poly) { mesh.insegments = segments; // Create the subsegments. for (i = 0; i < segments; i++) { mesh.MakeSegment(ref subseg); } } var vertexarray = SetNeighbors(mesh, triangles); SetSegments(mesh, polygon, vertexarray); return(mesh); }