I have a triangulated mesh. Assume it looks like an bumpy surface. I want to be able to find all edges that fall on the surrounding border of the mesh. (forget about inner verti
Boundary edges are only referenced by a single triangle in the mesh, so to find them you need to scan through all triangles in the mesh and take the edges with a single reference count. You can do this efficiently (in O(N)
) by making use of a hash table.
To convert the edge set to an ordered polygon loop you can use a traversal method:
[v_start,v_next]
and add these vertices to the polygon loop.[v_i,v_j]
that has either v_i = v_next
or v_j = v_next
and add the other vertex (the one not equal to v_next
) to the polygon loop. Reset v_next
as this newly added vertex, mark the edge as visited and continue from 2.v_start
.The traversal will give a polygon loop that could have either clock-wise or counter-clock-wise ordering. A consistent ordering can be established by considering the signed area of the polygon. If the traversal results in the wrong orientation you simply need to reverse the order of the polygon loop vertices.