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.
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?