On the left is a triangulated mesh done with the standart triangulation component. On the right is a triangulation, which I have done manually. Any way or existing plug-in which can do this?

# Mesh Triangulation

**DanielPiker**(Daniel Piker) #2

I think it takes the shortest diagonal if there is one, so maybe you could deform the quadrants inwards, triangulate, then deform back to the original shape.

Or just triangulate a quarter, array it around and rejoin

**davidsmavrov**(David S. Mavrov) #3

I was thinking of a way to draw the diagonals from the center of the shape outwards and then use Weaverbird to recreate the mesh from lines.

**davidsmavrov**(David S. Mavrov) #4

Something like this

But I wonder if I can make it simpler.

triangulation.gh (50.6 KB)

**DanielPiker**(Daniel Piker) #5

Yes that should work too. For more complex quad meshes it might also be nice to have a function that takes some input curves, and for each quad chooses the diagonal most aligned with the closest curve

**296049102**(Georgelei) #6

My train of thought may be divided into four parts and then one of them. Mirror.

**DanielPiker**(Daniel Piker) #7

Seemed like it might be useful, so I made a script for triangulating by closest curve direction:

triangulate_direction.gh (6.7 KB)

**DanielPiker**(Daniel Piker) #8

Fun to see what happens when you equalize the triangles produced from this

triangulate_direction_relax.gh (14.3 KB)

**davidsmavrov**(David S. Mavrov) #9

The diagonals at the bottom right corner are the other way around. The rest is perfect.

**DanielPiker**(Daniel Piker) #10

Not sure I follow?

You choose the direction with the input curves.

For the pattern in your post at the start, you’d give it 2 crossed lines:

**davidsmavrov**(David S. Mavrov) #12

OK! I was trying it out and yes, the curves as a guide do the trick pretty well. I will play with some random shapes and see what I can get.

I inflate the mesh later on, so I should not have flat faces at the corners and also this way the curvature of the entire shape is way better at the end.

**davidsmavrov**(David S. Mavrov) #14

Look at it when you use the guide curves the way I needed. Pretty neat thing

triangulate_direction_relax_v2.gh (12.6 KB)

**DanielPiker**(Daniel Piker) #16

Nice!

I added another little script for if you want to use an irregular boundary curve - it trims off any faces outside the curve, and also any ‘hanging’ triangles with 2 boundary edges:

triangulate_withincurve_pressure.gh (14.9 KB)

**giacomo_forcina**(Giaco) #19

Hi , do you think this approach can work also with multiple curves?

I have a mesh generated trimming a surface with a series of closed curves and then Mesh Brep.

When I thicken and smooth the final result is bad, since the topology is not regular ( see below).

I tried out the exemple shown above, but I don’t understand what is going wrong…

Here’s the file.

triangulate_withincurve_pressure-multiple-curves.gh (132.0 KB)

Thanks!

**DanielPiker**(Daniel Piker) #20

I updated this to work with nested curves

triangulate_withincurve_pressure_multicurve.gh (14.7 KB)