NAME
Math::Geometry::Delaunay - Quality Mesh Generator and Delaunay Triangulator
VERSION
Version 0.02
SYNOPSIS
input vertices
Delaunay triangulation
Voronoi diagram
use Math::Geometry::Delaunay qw(TRI_CCDT);
# generate Delaunay triangulation
# and Voronoi diagram for a point set
my $point_set = [ [1,1], [7,1], [7,3],
[3,3], [3,5], [1,5] ];
my $tri = new Math::Geometery::Delaunay('ev');
$tri->addPoints($point_set);
# called in void context
$tri->triangulate();
# populates the following lists
$tri->elements(); # triangles
$tri->nodes(); # points
$tri->edges(); # triangle edges
$tri->vnodes(); # Voronoi diagram points
$tri->vedges(); # Voronoi edges and rays
input PSLG
output mesh
something interesting
extracted from topology
# quality mesh of a planar straight line graph
# with cross-referenced topological output
my $tri = new Math::Geometery::Delaunay('e');
$tri->addPolygon($point_set);
$tri->minimum_angle(23);
# called in scalar context
my $mesh_topology = $tri->triangulate(TRI_CCDT);
# returns cross-referenced topology
# make two lists of triangles that touch boundary segments
my @tris_with_boundary_segment;
my @tris_with_boundary_point;
foreach my $triangle (@{$mesh_topology->{elements}}) {
my $nodes_on_boundary_count = (
grep $_->{marker} == 1,
@{$triangle->{nodes}}
);
if ($nodes_on_boundary_count == 2) {
push @tris_with_boundary_segment, $triangle;
}
elsif ($nodes_on_boundary_count == 1) {
push @tris_with_boundary_point, $triangle;
}
}
DESCRIPTION
This is a Perl interface to the Jonathan Shewchuk's Triangle library.
"Triangle generates exact Delaunay triangulations, constrained Delaunay triangulations, conforming Delaunay triangulations, Voronoi diagrams, and high-quality triangular meshes. The latter can be generated with no small or large angles, and are thus suitable for finite element analysis." -- from http://www.cs.cmu.edu/~quake/triangle.html
EXPORTS
Triangle has several option switches that can be used in different combinations to choose a class of triangulation and then configure options within that class. To clarify the composition of option strings, or just to give you a head start, a few constants are supplied to configure different classes of mesh output.
TRI_CONSTRAINED = 'Y' for "Constrained Delaunay"
TRI_CONFORMING = 'Dq0' for "Conforming Delaunay"
TRI_CCDT = 'q' for "Constrained Conforming Delaunay"
TRI_VORONOI = 'v' to generate the Voronoi diagram
For an illustration of these terms, see: http://www.cs.cmu.edu/~quake/triangle.defs.html
CONSTRUCTOR
new
The constructor returns a Math::Geometry::Delaunay object, and optionally takes a string, or list of strings, comprised of switches corresponding to Triangle's command line switches, documented here: http://www.cs.cmu.edu/~quake/triangle.switch.html
my $tri = Math::Geometry::Delaunay->new();
my $tri = Math::Geometry::Delaunay->new('pzq0eQ');
my $tri = Math::Geometry::Delaunay->new(TRI_CCDT, 'q15', 'a3.5');
Options set by switches passed to new()
may be overriden later by the corresponding option-setting methods, any time before triangulate()
is invoked.
MESH GENERATION
triangulate
Run the triangulation and either populate the object's output lists, or return a hash reference giving access to a cross-referenced representation of the mesh topology.
list output
After triangulate is invoked in void context, the output mesh data can be retrieved from the following methods, all of which return a reference to an array.
$tri->triangulate(); # void context - no return value requested
# output lists now available
$points = $tri->nodes(); # array of vertices
$tris = $tri->elements(); # array of triangles
$edges = $tri->edges(); # all the triangle edges
$segs = $tri->segments(); # the PSLG segments
$vpoints = $tri->vnodes(); # points in the voronoi diagram
$vedges = $tri->vedges(); # edges in the voronoi diagram
Data may not be available for all lists, depending on which option switches were used. By default, nodes and elements are generated, while edges are not.
The members of the lists returned have these formats:
nodes: [x, y, < zero or more attributes >, < boundary marker >]
elements: [[x0, y0], [x1, y1], [x2, y2],
< another three vertices, if "o2" switch used >,
< zero or more attributes >
]
edges: [[x0, y0], [x1, y1], < boundary marker >]
segments: [[x0, y0], [x1, y1], < boundary marker >]
vnodes: [x, y, < zero or more attributes >]
vedges: [< vertex or vector >, < vertex or vector >, < ray flag >]
Boundary markers are 1 or 0. An edge or segment with only one end on a boundary has boundary marker 0.
The ray flag is 0 if the edge is not a ray, or 1 or 2, to indicate which vertex is actually a unit vector indicating the direction of the ray.
Import of the mesh data from the C data structures will be defered until actually requested from the list fetching methods above. For speed and lower memory footprint, access only what you need, and consider supressing output you don't need with option switches.
topological output
When triangulate is invoked in scalar or array context, it returns a hash ref containing the cross-referenced nodes, elements, edges, and PSLG segments of the triangulation. In array context, with the "v" switch enabled, the Voroni topology is the second item returned.
my $topology = $tri->triangulate();
$topology now looks like this:
{
nodes => [
{ # a node
point => [x0, x1],
edges => [edgeref, ...],
segments => [edgeref, ...], # a subset of edges
elements => [elementref, ...],
marker => 1 or 0 or undefined, # boundary marker
attributes => [attr0, ...]
},
... more nodes like that
],
elements => [
{ # a triangle
nodes => [noderef0, noderef1, noderef2],
edges => [edgeref0, edgeref1],
neighbors => [neighref0, neighref1, neighref2],
attributes => [attrib0, ...]
},
... more triangles like that
],
edges => [
{
nodes => [noderef0, noderef1], # only one for a ray
elements => [elemref0, elemref1], # one if on boundary
vector => undefined or [x, y] # ray direction
marker => 1 or 0 or undefined, # boundary marker
},
... more edges like that
],
segments => [
{ same structure as edges },
... more segments
]
}
METHODS TO SET SOME Triangle OPTIONS
area_constraint
Corresponds to the "a" switch.
With one argument, sets the maximum triangle area constraint for the triangulation. Returns the value supplied. With no argument, returns the current area constraint.
Passing -1 to area_constraint()
will disable the global area constraint.
minimum_angle
Corresponds to the "q" switch.
With one argument, sets the minimum angle allowed for triangles added in the triangulation. Returns the value supplied. With no argument, returns the current minimum angle constraint.
Passing -1 to minimum_angle()
will cause the "q" switch to be ommited from the option string.
doEdges, doVoronoi, doNeighbors
These methods simply add or remove the corresponding letters from the option string. Pass in a true or false value to enable or disable. Invoke with no argument to read the current state.
quiet, verbose
Triangle prints a basic summary of the meshing operation to STDOUT unless the "Q" switch is present. This module includes the "Q" switch by default, but you can override this by passing a false value to quiet()
.
If you would like to see even more output regarding the triangulation process, there are are three levels of verbosity configuarable with repeated "V" switches. Passing a number from 1 to 3 to the verbose()
method will enable the correspoinding level of verbosity.
METHODS TO ADD VERTICES AND SEGMENTS
addVertices, addPoints
Takes a reference to an array of vertices, each vertex itself an reference to an array containing two coordinates and zero or more attributes. Attributes are floating point numbers.
# vertex format
# [x, y, < zero or more attributes as floating point numbers >]
$tri->addPoints([[$x0, $y0], [$x1, $y1], ... ]);
Use addVertices to add vertices that are not part of a PSLG. Use addPoints to add points that are not part of a polygon or polyline. In other words, they do the same thing.
addSegments
Takes a reference to an array of segments.
# segment format
# [[$x0, $y0], [$x1, $y1]]
$tri->addSegments([ $segment0, $segment1, ... ]);
If your segments are contiguous, it's better to use addPolyline, or addPolygon.
This method is provided because some point and polygon processing algorithms result in segments that represent polygons, but list the segments in a non-contiguous order, and have shared vertices repeated in each segment's record.
The segments added with this method will be checked for duplicate vertices, and references to these will be merged.
Triangle can handle duplicate vertices, but we would rather not feed them in on purpose.
addPolyline
Takes a reference to an array of vertices describing a curve. Creates PSLG segments for each pair of adjacent vertices. Adds the new segments and vertices to the triangulation input.
$tri->addPolyline([$vertex0, $vertex1, $vertex2, ...]);
addPolygon
Takes a reference to an array of vertices describing a polygon. Creates PSLG segments for each pair of adjacent vertices and creates and additional segment linking the last vertex to the first,to close the polygon. Adds the new segments and vertices to the triangulation input.
$tri->addPolygon([$vertex0, $vertex1, $vertex2, ...]);
addHole
Like addPolygon, but describing a hole or concavity - an area of the output mesh that should not be triangulated.
There are two ways to specify a hole. Either provide a list of vertices, like for addPolygon, or provide a single vertex that lies inside of a polygon, to identify that polygon as a hole.
# first way
$tri->addHole([$vertex0, $vertex1, $vertex2, ...]);
# second way
$tri->addPolygon( [ [0,0], [1,0], [1,1], [0,1] ] );
$tri->addHole( [0.5,0.5] );
Hole marker points can also be used, in combination with the "c" option, to cause or preserve concavities in a boundary when Triangle would otherwise enclose a PSLG in a convex hull.
addRegion
Takes a polygon describing a region, and an attribute or area constraint. With both the "A" and "a" switches in effect, three arguments allow you to specify both an attribute and an optional area constraint.
The first argument may alternately be a single vertex that lies inside of another polygon, to identify that polygon as a region.
To be used in conjunction with the "A" and "a" switches.
# with the "A" switch
$tri->addRegion(\@polygon, < attribute > );
# with the "a" switch
$tri->addRegion(\@polygon, < area constraint > );
# with both "Aa"
$tri->addRegion(\@polygon, < attribute >, < area constraint > );
If the "A" switch is used, each triangle generated within the bounds of a region will have that region's attribute added to the end of the triangle's attributes list, while each triangle not within a region will have a "0" added to the end of its attribute list.
If the "a" switch is used without a number following, each triangle generated within the bounds of a region will be subject to that region's area constraint.
If the "A" or "a" switches are not in effect, addRegion has the same effect as addPolygon.
METHODS TO ACCESS OUTPUT LISTS
The following methods retrieve the output lists after the triangulate method has been invoked in void context.
Triangle's output data is not imported from C to Perl until one of these methods is invoked, and then only what's needed to construct the list requested. So there may be a speed or memory advantage to accessing the output in this way - only what you need, when you need it.
The methods prefixed with "v" access the Voronoi diagram nodes and edges, if one was generated.
nodes
Returns a reference to a list of nodes (vertices or points).
my $pointlist = $tri->nodes(); # retrieve nodes/vertices/points
The nodes in the list have this structure:
[x, y, < zero or more attributes >, < boundary marker >]
elements
Returns a reference to a list of elements.
$triangles = $tri->elements(); # retrieve triangle list
The elements in the list have this structure:
[[x0, y0], [x1, y1], [x2, y2],
< another three vertices, if "o2" switch used >
< zero or more attributes >
]
segments
Returns a reference to a list of segments.
$segs = $tri->segments(); # retrive the PSLG segments
The segments in the list have this structure:
[[x0, y0], [x1, y1], < boundary marker >]
edges
Returns a reference to a list of edges.
$edges = $tri->edges(); # retrive all the triangle edges
The edges in the list have this structure:
[[x0, y0], [x1, y1], < boundary marker >]
Note that the edge list is not produced by default. Request that it be generated by invoking doEdges(1), or passing the 'e' switch to triangulate()
.
vnodes
Returns a reference to a list of nodes in the Voronoi diagram.
$vpointlist = $tri->vnodes(); # retrieve Voronoi vertices
The Voronoi diagram nodes in the list have this structure:
[x, y, < zero or more attributes >]
vedges
Returns a reference to a list of edges in the Voronoi diagram. Some of these edges are actually rays.
$vedges = $tri->vedges(); # retrieve Voronoi diagram edges and rays
The Voronoi diagram edges in the list have this structure:
[< vertex or vector >, < vertex or vector >, < ray flag >]
If the edge is a true edge, the ray flag will be 0. If the edge is actually a ray, the ray flag will either be 1 or 2, to indicate whether the the first, or second vertex should be interpreted as a direction vector for the ray.
API STATUS
Currently Triangle's option strings are exposed to give more complete access to its features. More of these options, and perhaps certain common combinations of them, will likely be wrapped in method-call getter-setters. I would prefer to preserve the ability to use the option strings directly, but it may be necessary at some point to hide them completely behind a less idiosyncratic interface.
AUTHOR
Michael E. Sheldrake, <sheldrake at cpan.org>
Triangle's author is Jonathan Richard Shewchuck
BUGS
Please report any bugs or feature requests to
bug-math-geometry-delaunay at rt.cpan.org
or through the web interface at
http://rt.cpan.org/NoAuth/ReportBug.html?Queue=Math-Geometry-Delaunay
I will be notified, and then you'll automatically be notified of progress on your bug as I make changes.
SUPPORT
You can find documentation for this module with the perldoc command.
perldoc Math::Geometry::Delaunay
You can also look for information at:
RT: CPAN's request tracker
http://rt.cpan.org/NoAuth/Bugs.html?Dist=Math-Geometry-Delaunay
Search CPAN
ACKNOWLEDGEMENTS
Thanks go to Far Leaves Tea in Berkeley for providing oolongs and refuge, and a place for paths to intersect.
LICENSE AND COPYRIGHT
Copyright 2012 Micheal E. Sheldrake.
This Perl binding to Triangle is free software; you can redistribute it and/or modify it under the terms of either: the GNU General Public License as published by the Free Software Foundation; or the Artistic License.
See http://dev.perl.org/licenses/ for more information.
Triangle licence
Triangle by Jonathan Richard Shewchuck, copyright 2005, includes the following notice in the C source code. Please refer to the C source, included in with this Perl module distribution, for the full notice.
This program may be freely redistributed under the condition that the
copyright notices (including this entire header and the copyright
notice printed when the `-h' switch is selected) are not removed, and
no compensation is received. Private, research, and institutional
use is free. You may distribute modified versions of this code UNDER
THE CONDITION THAT THIS CODE AND ANY MODIFICATIONS MADE TO IT IN THE
SAME FILE REMAIN UNDER COPYRIGHT OF THE ORIGINAL AUTHOR, BOTH SOURCE
AND OBJECT CODE ARE MADE FREELY AVAILABLE WITHOUT CHARGE, AND CLEAR
NOTICE IS GIVEN OF THE MODIFICATIONS. Distribution of this code as
part of a commercial system is permissible ONLY BY DIRECT ARRANGEMENT
WITH THE AUTHOR. (If you are not directly supplying this code to a
customer, and you are instead telling them how they can obtain it for
free, then you are not required to make any arrangement with me.)