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I don't know much about the computer science behind 2D/3D delaunay so this might be a bad question, but I might as well as it anyway!
I've been looking for a Rust 3D delaunay triangulation for some years now. Nobody's doing it! There's no crate for it. I'm currently preparing txt files by calling qhull before calling my rust binary, like so
qdelaunay Qz i < sphere_vertices.txt > faces_dti.txt
I wonder, is 3D delaunay super hard to do? Is it totally different from 2D? Also, do you have plan to add it in spade in the future?
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