So I have an user-defined array of random vertices in 3D space (Vector3). The points don't necessarily need to be collinear or coplanar to each other. The only assumption is that the vertices are connected by "ascending" edges, i.e. Edges[0] connects Vertices[0] to Vertices[1].

Is there a reasonable approach to compute the faces of a geometrical object defined by such an input? Ultimately, I need to figure out the triangles for procedural mesh generation.

Do I need to run a triangulation algorithm between the vertices? If so, how to check for and avoid intersections or skewed objects (e.g. skew polyhedron) defined by the vertices?

  • \$\begingroup\$ Can you elaborate on your "ascending" edges constraint? Are the vertices forming an ordered loop that you want to effectively "fill" with triangles, similar to what's done here? \$\endgroup\$ – DMGregory Feb 24 '19 at 20:00

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