triangle - triangle [-prq__a__uAcDjevngBPNEIOXzo_YS__iFlsCQVh]
input_file
Triangle A Two-Dimensional Quality Mesh Generator and Delaunay
Triangulator. Version 1.6
Copyright 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard
Shewchuk 2360 Woolsey #H / Berkeley, California 94705-1927 Bugs/comments to
jrs@cs.berkeley.edu Created as part of the Quake project (tools for
earthquake simulation). Supported in part by NSF Grant CMS-9318163 and an
NSERC 1967 Scholarship. There is no warranty whatsoever. Use at your own
risk. This executable is compiled for double precision arithmetic.
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. If no command line switch is specified, your .node input file is
read, and the Delaunay triangulation is returned in .node and .ele output
files. The command syntax is:
triangle [-prq__a__uAcDjevngBPNEIOXzo_YS__iFlsCQVh] input_file
Underscores indicate that numbers may optionally follow certain
switches. Do not leave any space between a switch and its numeric parameter.
input_file must be a file with extension .node, or extension .poly if the
-p switch is used. If -r is used, you must supply .node and
.ele files, and possibly a .poly file and an .area file as well. The formats
of these files are described below.
Command Line Switches:
- -p
- Reads a Planar Straight Line Graph (.poly file), which can specify
vertices, segments, holes, regional attributes, and regional area
constraints. Generates a constrained Delaunay triangulation (CDT) fitting
the input; or, if -s, -q, -a, or -u is used, a
conforming constrained Delaunay triangulation (CCDT). If you want a truly
Delaunay (not just constrained Delaunay) triangulation, use -D as
well. When -p is not used, Triangle reads a .node file by
default.
- -r
- Refines a previously generated mesh. The mesh is read from a .node file
and an .ele file. If -p is also used, a .poly file is read and used
to constrain segments in the mesh. If -a is also used (with no
number following), an .area file is read and used to impose area
constraints on the mesh. Further details on refinement appear below.
- -q
- Quality mesh generation by Delaunay refinement (a hybrid of Paul Chew's
and Jim Ruppert's algorithms). Adds vertices to the mesh to ensure that
all angles are between 20 and 140 degrees. An alternative bound on the
minimum angle, replacing 20 degrees, may be specified after the `q'. The
specified angle may include a decimal point, but not exponential notation.
Note that a bound of theta degrees on the smallest angle also implies a
bound of (180 - 2 theta) on the largest angle. If the minimum angle is
28.6 degrees or smaller, Triangle is mathematically guaranteed to
terminate (assuming infinite precision arithmetic--Triangle may fail to
terminate if you run out of precision). In practice, Triangle often
succeeds for minimum angles up to 34 degrees. For some meshes, however,
you might need to reduce the minimum angle to avoid problems associated
with insufficient floating-point precision.
- -a
- Imposes a maximum triangle area. If a number follows the `a', no triangle
is generated whose area is larger than that number. If no number is
specified, an .area file (if -r is used) or .poly file (if
-r is not used) specifies a set of maximum area constraints. An
.area file contains a separate area constraint for each triangle, and is
useful for refining a finite element mesh based on a posteriori error
estimates. A .poly file can optionally contain an area constraint for each
segment-bounded region, thereby controlling triangle densities in a first
triangulation of a PSLG. You can impose both a fixed area constraint and a
varying area constraint by invoking the -a switch twice, once with
and once without a number following. Each area specified may include a
decimal point.
- -u
- Imposes a user-defined constraint on triangle size. There are two ways to
use this feature. One is to edit the triunsuitable() procedure in
triangle.c to encode any constraint you like, then recompile Triangle. The
other is to compile triangle.c with the EXTERNAL_TEST symbol set (compiler
switch -DEXTERNAL_TEST), then link Triangle with a separate object
file that implements triunsuitable(). In either case, the -u switch
causes the userdefined test to be applied to every triangle.
- -A
- Assigns an additional floating-point attribute to each triangle that
identifies what segment-bounded region each triangle belongs to.
Attributes are assigned to regions by the .poly file. If a region is not
explicitly marked by the .poly file, triangles in that region are assigned
an attribute of zero. The -A switch has an effect only when the
-p switch is used and the -r switch is not.
- -c
- Creates segments on the convex hull of the triangulation. If you are
triangulating a vertex set, this switch causes a .poly file to be written,
containing all edges of the convex hull. If you are triangulating a PSLG,
this switch specifies that the whole convex hull of the PSLG should be
triangulated, regardless of what segments the PSLG has. If you do not use
this switch when triangulating a PSLG, Triangle assumes that you have
identified the region to be triangulated by surrounding it with segments
of the input PSLG. Beware: if you are not careful, this switch can cause
the introduction of an extremely thin angle between a PSLG segment and a
convex hull segment, which can cause overrefinement (and possibly failure
if Triangle runs out of precision). If you are refining a mesh, the
-c switch works differently: it causes a .poly file to be written
containing the boundary edges of the mesh (useful if no .poly file was
read).
- -D
- Conforming Delaunay triangulation: use this switch if you want to ensure
that all the triangles in the mesh are Delaunay, and not merely
constrained Delaunay; or if you want to ensure that all the Voronoi
vertices lie within the triangulation. (Some finite volume methods have
this requirement.) This switch invokes Ruppert's original algorithm, which
splits every subsegment whose diametral circle is encroached. It usually
increases the number of vertices and triangles.
- -j
- Jettisons vertices that are not part of the final triangulation from the
output .node file. By default, Triangle copies all vertices in the input
.node file to the output .node file, in the same order, so their indices
do not change. The -j switch prevents duplicated input vertices, or
vertices `eaten' by holes, from appearing in the output .node file. Thus,
if two input vertices have exactly the same coordinates, only the first
appears in the output. If any vertices are jettisoned, the vertex
numbering in the output .node file differs from that of the input .node
file.
- -e
- Outputs (to an .edge file) a list of edges of the triangulation.
- -v
- Outputs the Voronoi diagram associated with the triangulation. Does not
attempt to detect degeneracies, so some Voronoi vertices may be
duplicated. See the discussion of Voronoi diagrams below.
- -n
- Outputs (to a .neigh file) a list of triangles neighboring each
triangle.
- -g
- Outputs the mesh to an Object File Format (.off) file, suitable for
viewing with the Geometry Center's Geomview package.
- -B
- No boundary markers in the output .node, .poly, and .edge output files.
See the detailed discussion of boundary markers below.
- -P
- No output .poly file. Saves disk space, but you lose the ability to
maintain constraining segments on later refinements of the mesh.
- -N
- No output .node file.
- -E
- No output .ele file.
- -I
- No iteration numbers. Suppresses the output of .node and .poly files, so
your input files won't be overwritten. (If your input is a .poly file
only, a .node file is written.) Cannot be used with the -r switch,
because that would overwrite your input .ele file. Shouldn't be used with
the -q, -a, -u, or -s switch if you are using
a .node file for input, because no .node file is written, so there is no
record of any added Steiner points.
- -O
- No holes. Ignores the holes in the .poly file.
- -X
- No exact arithmetic. Normally, Triangle uses exact floating-point
arithmetic for certain tests if it thinks the inexact tests are not
accurate enough. Exact arithmetic ensures the robustness of the
triangulation algorithms, despite floating-point roundoff error. Disabling
exact arithmetic with the -X switch causes a small improvement in
speed and creates the possibility that Triangle will fail to produce a
valid mesh. Not recommended.
- -z
- Numbers all items starting from zero (rather than one). Note that this
switch is normally overridden by the value used to number the first vertex
of the input .node or .poly file. However, this switch is useful when
calling Triangle from another program.
-o2 Generates second-order subparametric elements with
six nodes each.
- -Y
- No new vertices on the boundary. This switch is useful when the mesh
boundary must be preserved so that it conforms to some adjacent mesh. Be
forewarned that you will probably sacrifice much of the quality of the
mesh; Triangle will try, but the resulting mesh may contain poorly shaped
triangles. Works well if all the boundary vertices are closely spaced.
Specify this switch twice (`-YY') to prevent all segment splitting,
including internal boundaries.
- -S
- Specifies the maximum number of Steiner points (vertices that are not in
the input, but are added to meet the constraints on minimum angle and
maximum area). The default is to allow an unlimited number. If you specify
this switch with no number after it, the limit is set to zero. Triangle
always adds vertices at segment intersections, even if it needs to use
more vertices than the limit you set. When Triangle inserts segments by
splitting (-s), it always adds enough vertices to ensure that all
the segments of the PLSG are recovered, ignoring the limit if
necessary.
- -i
- Uses an incremental rather than a divide-and-conquer algorithm to
construct a Delaunay triangulation. Try it if the divide-andconquer
algorithm fails.
- -F
- Uses Steven Fortune's sweepline algorithm to construct a Delaunay
triangulation. Warning: does not use exact arithmetic for all
calculations. An exact result is not guaranteed.
- -l
- Uses only vertical cuts in the divide-and-conquer algorithm. By default,
Triangle alternates between vertical and horizontal cuts, which usually
improve the speed except with vertex sets that are small or short and
wide. This switch is primarily of theoretical interest.
- -s
- Specifies that segments should be forced into the triangulation by
recursively splitting them at their midpoints, rather than by generating a
constrained Delaunay triangulation. Segment splitting is true to Ruppert's
original algorithm, but can create needlessly small triangles. This switch
is primarily of theoretical interest.
- -C
- Check the consistency of the final mesh. Uses exact arithmetic for
checking, even if the -X switch is used. Useful if you suspect
Triangle is buggy.
- -Q
- Quiet: Suppresses all explanation of what Triangle is doing, unless an
error occurs.
- -V
- Verbose: Gives detailed information about what Triangle is doing. Add more
`V's for increasing amount of detail. `-V' is most useful; itgives
information on algorithmic progress and much more detailed statistics.
`-VV' gives vertex-by-vertex details, and prints so much that Triangle
runs much more slowly. `-VVVV' gives information only a debugger could
love.
- -h
- Help: Displays these instructions.
Definitions:
- A Delaunay triangulation of a vertex set is a triangulation whose vertices
are the vertex set, that covers the convex hull of the vertex set. A
Delaunay triangulation has the property that no vertex lies inside the
circumscribing circle (circle that passes through all three vertices) of
any triangle in the triangulation.
- A Voronoi diagram of a vertex set is a subdivision of the plane into
polygonal cells (some of which may be unbounded, meaning infinitely
large), where each cell is the set of points in the plane that are closer
to some input vertex than to any other input vertex. The Voronoi diagram
is a geometric dual of the Delaunay triangulation.
- A Planar Straight Line Graph (PSLG) is a set of vertices and segments.
Segments are simply edges, whose endpoints are all vertices in the PSLG.
Segments may intersect each other only at their endpoints. The file format
for PSLGs (.poly files) is described below.
- A constrained Delaunay triangulation (CDT) of a PSLG is similar to a
Delaunay triangulation, but each PSLG segment is present as a single edge
of the CDT. (A constrained Delaunay triangulation is not truly a Delaunay
triangulation, because some of its triangles might not be Delaunay.) By
definition, a CDT does not have any vertices other than those specified in
the input PSLG. Depending on context, a CDT might cover the convex hull of
the PSLG, or it might cover only a segmentbounded region (e.g. a
polygon).
- A conforming Delaunay triangulation of a PSLG is a triangulation in which
each triangle is truly Delaunay, and each PSLG segment is represented by a
linear contiguous sequence of edges of the triangulation. New vertices
(not part of the PSLG) may appear, and each input segment may have been
subdivided into shorter edges (subsegments) by these additional vertices.
The new vertices are frequently necessary to maintain the Delaunay
property while ensuring that every segment is represented.
- A conforming constrained Delaunay triangulation (CCDT) of a PSLG is a
triangulation of a PSLG whose triangles are constrained Delaunay. New
vertices may appear, and input segments may be subdivided into
subsegments, but not to guarantee that segments are respected; rather, to
improve the quality of the triangles. The high-quality meshes produced by
the -q switch are usually CCDTs, but can be made conforming
Delaunay with the -D switch.
File Formats:
- All files may contain comments
prefixed by the character '#'.
- Vertices,
- triangles, edges, holes, and maximum area constraints must be numbered
consecutively, starting from either 1 or 0. Whichever you choose, all
input files must be consistent; if the vertices are numbered from 1, so
must be all other objects. Triangle automatically detects your choice
while reading the .node (or .poly) file. (When calling Triangle from
another program, use the -z switch if you wish to number objects
from zero.) Examples of these file formats are given below.
- .node files:
- First line:
- <# of vertices> <dimension (must be 2)> <# of
attributes>
- <# of boundary markers (0 or 1)>
- Remaining
lines:
- <vertex #> <x> <y> [attributes] [boundary marker]
- The attributes, which are typically floating-point values of physical
quantities (such as mass or conductivity) associated with the nodes of a
finite element mesh, are copied unchanged to the output mesh. If
-q, -a, -u, -D, or -s is selected, each
new Steiner point added to the mesh has attributes assigned to it by
linear interpolation.
- If the fourth entry of the first line is `1', the last column of the
remainder of the file is assumed to contain boundary markers. Boundary
markers are used to identify boundary vertices and vertices resting on
PSLG segments; a complete description appears in a section below. The
.node file produced by Triangle contains boundary markers in the last
column unless they are suppressed by the -B switch.
- .ele files:
- First line:
- <# of triangles> <nodes per triangle> <# of
attributes>
- Remaining
lines:
- <triangle #> <node> <node> <node> ...
[attributes]
- Nodes are indices into the
corresponding .node file.
- The first three
- nodes are the corner vertices, and are listed in counterclockwise order
around each triangle. (The remaining nodes, if any, depend on the type of
finite element used.)
- The attributes are just like
those of .node files.
- Because there is no
- simple mapping from input to output triangles, Triangle attempts to
interpolate attributes, and may cause a lot of diffusion of attributes
among nearby triangles as the triangulation is refined. Attributes do not
diffuse across segments, so attributes used to identify segment-bounded
regions remain intact.
- In .ele files produced by Triangle, each triangular element has three
nodes (vertices) unless the -o2 switch is used, in which case
subparametric quadratic elements with six nodes each are generated. The
first three nodes are the corners in counterclockwise order, and the
fourth, fifth, and sixth nodes lie on the midpoints of the edges opposite
the first, second, and third vertices, respectively.
- .poly files:
- First line:
- <# of vertices> <dimension (must be 2)> <# of
attributes>
- <# of boundary markers (0 or 1)>
- Following
lines:
- <vertex #> <x> <y> [attributes] [boundary marker]
- One line:
- <# of segments> <# of boundary markers (0 or 1)>
- Following
lines:
- <segment #> <endpoint> <endpoint> [boundary marker]
- One line:
- <# of holes>
- Following
lines:
- <hole #> <x> <y>
- Optional
line:
- <# of regional attributes and/or area constraints>
- Optional following
lines:
- <region #> <x> <y> <attribute> <max
area>
- A .poly file represents a PSLG, as well as some additional information.
The first section lists all the vertices, and is identical to the format
of .node files. <# of vertices> may be set to zero to indicate that
the vertices are listed in a separate .node file; .poly files produced by
Triangle always have this format. A vertex set represented this way has
the advantage that it may easily be triangulated with or without segments
(depending on whether the -p switch is invoked).
- The second section lists the
segments.
- Segments are edges whose
- presence in the
triangulation is enforced.
- (Depending on the choice of
- switches, segment
might be subdivided into smaller edges).
- Each
- segment is specified by
listing the indices of its two endpoints.
- This
- means that you must include
its endpoints in the vertex list.
- Each
- segment, like each point, may have a boundary marker.
- If -q, -a, -u, and -s are not selected,
Triangle produces a constrained Delaunay triangulation (CDT), in which
each segment appears as a single edge in the triangulation. If -q,
-a, -u, or -s is selected, Triangle produces a
conforming constrained Delaunay triangulation (CCDT), in which segments
may be subdivided into smaller edges. If -D is selected, Triangle
produces a conforming Delaunay triangulation, so that every triangle is
Delaunay, and not just constrained Delaunay.
- The third section lists holes (and concavities, if -c is selected)
in the triangulation. Holes are specified by identifying a point inside
each hole. After the triangulation is formed, Triangle creates holes by
eating triangles, spreading out from each hole point until its progress is
blocked by segments in the PSLG. You must be careful to enclose each hole
in segments, or your whole triangulation might be eaten away. If the two
triangles abutting a segment are eaten, the segment itself is also eaten.
Do not place a hole directly on a segment; if you do, Triangle chooses one
side of the segment arbitrarily.
- The optional fourth section lists regional attributes (to be assigned to
all triangles in a region) and regional constraints on the maximum
triangle area. Triangle reads this section only if the -A switch is
used or the -a switch is used without a number following it, and
the -r switch is not used. Regional attributes and area constraints
are propagated in the same manner as holes: you specify a point for each
attribute and/or constraint, and the attribute and/or constraint affects
the whole region (bounded by segments) containing the point. If two values
are written on a line after the x and y coordinate, the first such value
is assumed to be a regional attribute (but is only applied if the
-A switch is selected), and the second value is assumed to be a
regional area constraint (but is only applied if the -a switch is
selected). You may specify just one value after the coordinates, which can
serve as both an attribute and an area constraint, depending on the choice
of switches. If you are using the -A and -a switches
simultaneously and wish to assign an attribute to some region without
imposing an area constraint, use a negative maximum area.
- When a triangulation is created from a .poly file, you must either enclose
the entire region to be triangulated in PSLG segments, or use the
-c switch, which automatically creates extra segments that enclose
the convex hull of the PSLG. If you do not use the -c switch,
Triangle eats all triangles that are not enclosed by segments; if you are
not careful, your whole triangulation may be eaten away. If you do use the
-c switch, you can still produce concavities by the appropriate
placement of holes just inside the boundary of the convex hull.
- An ideal PSLG has no intersecting segments, nor any vertices that lie upon
segments (except, of course, the endpoints of each segment). You aren't
required to make your .poly files ideal, but you should be aware of what
can go wrong. Segment intersections are relatively safe-- Triangle
calculates the intersection points for you and adds them to the
triangulation--as long as your machine's floating-point precision doesn't
become a problem. You are tempting the fates if you have three segments
that cross at the same location, and expect Triangle to figure out where
the intersection point is. Thanks to floating-point roundoff error,
Triangle will probably decide that the three segments intersect at three
different points, and you will find a minuscule triangle in your
output--unless Triangle tries to refine the tiny triangle, uses up the
last bit of machine precision, and fails to terminate at all. You're
better off putting the intersection point in the input files, and manually
breaking up each segment into two. Similarly, if you place a vertex at the
middle of a segment, and hope that Triangle will break up the segment at
that vertex, you might get lucky. On the other hand, Triangle might decide
that the vertex doesn't lie precisely on the segment, and you'll have a
needle-sharp triangle in your output--or a lot of tiny triangles if you're
generating a quality mesh.
- When Triangle reads a .poly file, it also writes a .poly file, which
includes all the subsegments--the edges that are parts of input segments.
If the -c switch is used, the output .poly file also includes all
of the edges on the convex hull. Hence, the output .poly file is useful
for finding edges associated with input segments and for setting boundary
conditions in finite element simulations. Moreover, you will need the
output .poly file if you plan to refine the output mesh, and don't want
segments to be missing in later triangulations.
- .area files:
- First line:
- <# of triangles>
- Following
lines:
- <triangle #> <maximum area>
- An .area file associates with each triangle a maximum area that is used
for mesh refinement. As with other file formats, every triangle must be
represented, and the triangles must be numbered consecutively. A triangle
may be left unconstrained by assigning it a negative maximum area.
- .edge files:
- First line:
- <# of edges> <# of boundary markers (0 or 1)>
- Following
lines:
- <edge #> <endpoint> <endpoint> [boundary marker]
- Endpoints are
indices into the corresponding .node file.
- Triangle can
- produce .edge files (use
the -e switch), but cannot read them.
- The
- optional column of boundary markers is suppressed by the -B
switch.
- In Voronoi diagrams, one also finds a special kind of edge that is an
infinite ray with only one endpoint. For these edges, a different format
is used:
- <edge #> <endpoint> -1 <direction x>
<direction y>
- The `direction' is a floating-point vector that indicates the direction of
the infinite ray.
- .neigh files:
- First line:
- <# of triangles> <# of neighbors per triangle (always 3)>
- Following
lines:
- <triangle #> <neighbor> <neighbor> <neighbor>
- Neighbors are
indices into the corresponding .ele file.
- An index of -1
- indicates no neighbor (because the triangle is on an exterior boundary).
The first neighbor of triangle i is opposite the first corner of triangle
i, and so on.
- Triangle can produce .neigh files (use the -n switch), but cannot
read them.
Boundary Markers:
- Boundary markers are tags used mainly to identify which output vertices
and edges are associated with which PSLG segment, and to identify which
vertices and edges occur on a boundary of the triangulation. A common use
is to determine where boundary conditions should be applied to a finite
element mesh. You can prevent boundary markers from being written into
files produced by Triangle by using the -B switch.
- The boundary marker associated with each segment in an output .poly file
and each edge in an output .edge file is chosen as follows:
- - If an output edge is part or all of a PSLG segment with a nonzero
- boundary marker, then the edge is assigned the same marker.
- - Otherwise, if the edge lies on a boundary of the triangulation
- (even the boundary of a hole), then the edge is assigned the marker one
(1).
- - Otherwise, the edge is assigned the marker zero (0).
- The boundary marker associated with each vertex in an output .node file is
chosen as follows:
- - If a vertex is assigned a nonzero boundary marker in the input
file,
- then it is assigned the same marker in the output .node file.
- - Otherwise, if the vertex lies on a PSLG segment (even if it is an
- endpoint of the segment) with a nonzero boundary marker, then the vertex
is assigned the same marker. If the vertex lies on several such segments,
one of the markers is chosen arbitrarily.
- - Otherwise, if the vertex occurs on a boundary of the triangulation,
- then the vertex is assigned the marker one (1).
- - Otherwise, the vertex is assigned the marker zero (0).
- If you want Triangle to determine for you which vertices and edges are on
the boundary, assign them the boundary marker zero (or use no markers at
all) in your input files. In the output files, all boundary vertices,
edges, and segments will be assigned the value one.
Triangulation Iteration Numbers:
- Because Triangle can read and refine its own triangulations, input and
output files have iteration numbers. For instance, Triangle might read the
files mesh.3.node, mesh.3.ele, and mesh.3.poly, refine the triangulation,
and output the files mesh.4.node, mesh.4.ele, and mesh.4.poly. Files with
no iteration number are treated as if their iteration number is zero;
hence, Triangle might read the file points.node, triangulate it, and
produce the files points.1.node and points.1.ele.
- Iteration numbers allow you to create a sequence of successively finer
meshes suitable for multigrid methods. They also allow you to produce a
sequence of meshes using error estimate-driven mesh refinement.
- If you're not using refinement or quality meshing, and you don't like
iteration numbers, use the -I switch to disable them. This switch
also disables output of .node and .poly files to prevent your input files
from being overwritten. (If the input is a .poly file that contains its
own points, a .node file is written. This can be quite convenient for
computing CDTs or quality meshes.)
Examples of How to Use Triangle:
- `triangle dots' reads vertices from dots.node, and writes their Delaunay
triangulation to dots.1.node and dots.1.ele. (dots.1.node is identical to
dots.node.) `triangle -I dots' writes the triangulation to dots.ele
instead. (No additional .node file is needed, so none is written.)
- `triangle -pe object.1' reads a PSLG from object.1.poly (and
possibly object.1.node, if the vertices are omitted from object.1.poly)
and writes its constrained Delaunay triangulation to object.2.node and
object.2.ele. The segments are copied to object.2.poly, and all edges are
written to object.2.edge.
- `triangle -pq31.5a.1 object' reads a PSLG from object.poly (and
possibly object.node), generates a mesh whose angles are all between 31.5
and 117 degrees and whose triangles all have areas of 0.1 or less, and
writes the mesh to object.1.node and object.1.ele. Each segment may be
broken up into multiple subsegments; these are written to
object.1.poly.
- Here is a sample file `box.poly' describing a square with a square
hole:
- # A box with eight vertices in 2D, no attributes, one boundary marker. 8 2
0 1
- # Outer box has these vertices: 1 0 0 0 2 0 3 0 3 3 0 0 4 3 3 33 # A
special marker for this vertex. # Inner square has these vertices: 5 1 1 0
6 1 2 0 7 2 1 0 8 2 2 0
- # Five segments with boundary markers. 5 1
- 1
- 1 2 5 # Left side of outer box.
- # Square hole has these segments: 2 5 7 0 3 7 8 0 4 8 6 10 5 6 5 0
- # One hole in the middle of the inner square. 1
- 1
- 1.5 1.5
- Note that some segments are missing from the outer square, so you must use
the `-c' switch. After `triangle -pqc box.poly', here is the output
file `box.1.node', with twelve vertices. The last four vertices were added
to meet the angle constraint. Vertices 1, 2, and 9 have markers from
segment 1. Vertices 6 and 8 have markers from segment 4. All the other
vertices but 4 have been marked to indicate that they lie on a
boundary.
- 12
- 2 0 1
- 1
- 0 0 5
- 2
- 0 3 5
- 3
- 3 0 1
- 4
- 3 3 33
- 5
- 1 1 1
- 6
- 1 2 10
- 7
- 2 1 1
- 8
- 2 2 10
- 9
- 0 1.5 5
- 10
- 1.5 0 1
- 11
- 3 1.5 1
- 12
- 1.5 3 1
- # Generated by triangle -pqc box.poly
- Here is the output file `box.1.ele', with twelve triangles.
- 12
- 3 0
- 1
- 5 6 9
- 2
- 10 3 7
- 3
- 6 8 12
- 4
- 9 1 5
- 5
- 6 2 9
- 6
- 7 3 11
- 7
- 11 4 8
- 8
- 7 5 10
- 9
- 12 2 6
- 10
- 8 7 11
- 11
- 5 1 10
- 12
- 8 4 12
- # Generated by triangle -pqc box.poly
- Here is the output file
`box.1.poly'.
- Note that segments have been added
- to represent the convex hull, and some segments have been subdivided by
newly added vertices. Note also that <# of vertices> is set to zero
to indicate that the vertices should be read from the .node file.
- 0
- 2 0 1
- 12
- 1
- 1
- 1 9 5
- 2
- 5 7 1
- 3
- 8 7 1
- 4
- 6 8 10
- 5
- 5 6 1
- 6
- 3 10 1
- 7
- 4 11 1
- 8
- 2 12 1
- 9
- 9 2 5
- 10
- 10 1 1
- 11
- 11 3 1
- 12
- 12 4 1
- 1
- 1
- 1.5 1.5
- # Generated by triangle -pqc box.poly
Refinement and Area Constraints:
- The -r switch causes a mesh (.node and .ele files) to be read and
refined. If the -p switch is also used, a .poly file is read and
used to specify edges that are constrained and cannot be eliminated
(although they can be subdivided into smaller edges) by the refinement
process.
- When you refine a mesh, you generally want to impose tighter constraints.
One way to accomplish this is to use -q with a larger angle, or
-a followed by a smaller area than you used to generate the mesh
you are refining. Another way to do this is to create an .area file, which
specifies a maximum area for each triangle, and use the -a switch
(without a number following). Each triangle's area constraint is applied
to that triangle. Area constraints tend to diffuse as the mesh is refined,
so if there are large variations in area constraint between adjacent
triangles, you may not get the results you want. In that case, consider
instead using the -u switch and writing a C procedure that
determines which triangles are too large.
- If you are refining a mesh composed of linear (three-node) elements, the
output mesh contains all the nodes present in the input mesh, in the same
order, with new nodes added at the end of the .node file. However, the
refinement is not hierarchical: there is no guarantee that each output
element is contained in a single input element. Often, an output element
can overlap two or three input elements, and some input edges are not
present in the output mesh. Hence, a sequence of refined meshes forms a
hierarchy of nodes, but not a hierarchy of elements. If you refine a mesh
of higher-order elements, the hierarchical property applies only to the
nodes at the corners of an element; the midpoint nodes on each edge are
discarded before the mesh is refined.
- Maximum area constraints in .poly files operate differently from those in
.area files. A maximum area in a .poly file applies to the whole
(segment-bounded) region in which a point falls, whereas a maximum area in
an .area file applies to only one triangle. Area constraints in .poly
files are used only when a mesh is first generated, whereas area
constraints in .area files are used only to refine an existing mesh, and
are typically based on a posteriori error estimates resulting from a
finite element simulation on that mesh.
- `triangle -rq25 object.1' reads object.1.node and object.1.ele,
then refines the triangulation to enforce a 25 degree minimum angle, and
then writes the refined triangulation to object.2.node and
object.2.ele.
- `triangle -rpaa6.2 z.3' reads z.3.node, z.3.ele, z.3.poly, and
z.3.area. After reconstructing the mesh and its subsegments, Triangle
refines the mesh so that no triangle has area greater than 6.2, and
furthermore the triangles satisfy the maximum area constraints in
z.3.area. No angle bound is imposed at all. The output is written to
z.4.node, z.4.ele, and z.4.poly.
- The sequence `triangle -qa1 x', `triangle -rqa.3 x.1',
`triangle -rqa.1 x.2' creates a sequence of successively finer
meshes x.1, x.2, and x.3, suitable for multigrid.
Convex Hulls and Mesh Boundaries:
- If the input is a vertex set (not a PSLG), Triangle produces its convex
hull as a by-product in the output .poly file if you use the -c
switch. There are faster algorithms for finding a two-dimensional convex
hull than triangulation, of course, but this one comes for free.
- If the input is an unconstrained mesh (you are using the -r switch
but not the -p switch), Triangle produces a list of its boundary
edges (including hole boundaries) as a by-product when you use the
-c switch. If you also use the -p switch, the output .poly
file contains all the segments from the input .poly file as well.
Voronoi Diagrams:
- The -v switch produces a Voronoi diagram, in files suffixed .v.node
and .v.edge. For example, `triangle -v points' reads points.node,
produces its Delaunay triangulation in points.1.node and points.1.ele, and
produces its Voronoi diagram in points.1.v.node and points.1.v.edge. The
.v.node file contains a list of all Voronoi vertices, and the .v.edge file
contains a list of all Voronoi edges, some of which may be infinite rays.
(The choice of filenames makes it easy to run the set of Voronoi vertices
through Triangle, if so desired.)
- This implementation does not use exact arithmetic to compute the Voronoi
vertices, and does not check whether neighboring vertices are identical.
Be forewarned that if the Delaunay triangulation is degenerate or
near-degenerate, the Voronoi diagram may have duplicate vertices or
crossing edges.
- The result is a valid Voronoi diagram only if Triangle's output is a true
Delaunay triangulation. The Voronoi output is usually meaningless (and may
contain crossing edges and other pathology) if the output is a CDT or
CCDT, or if it has holes or concavities. If the triangulated domain is
convex and has no holes, you can use -D switch to force Triangle to
construct a conforming Delaunay triangulation instead of a CCDT, so the
Voronoi diagram will be valid.
Mesh Topology:
- You may wish to know which triangles are adjacent to a certain Delaunay
edge in an .edge file, which Voronoi cells are adjacent to a certain
Voronoi edge in a .v.edge file, or which Voronoi cells are adjacent to
each other. All of this information can be found by cross-referencing
output files with the recollection that the Delaunay triangulation and the
Voronoi diagram are planar duals.
- Specifically, edge i of an .edge file is the dual of Voronoi edge i of the
corresponding .v.edge file, and is rotated 90 degrees counterclockwise
from the Voronoi edge. Triangle j of an .ele file is the dual of vertex j
of the corresponding .v.node file. Voronoi cell k is the dual of vertex k
of the corresponding .node file.
- Hence, to find the triangles adjacent to a Delaunay edge, look at the
vertices of the corresponding Voronoi edge. If the endpoints of a Voronoi
edge are Voronoi vertices 2 and 6 respectively, then triangles 2 and 6
adjoin the left and right sides of the corresponding Delaunay edge,
respectively. To find the Voronoi cells adjacent to a Voronoi edge, look
at the endpoints of the corresponding Delaunay edge. If the endpoints of a
Delaunay edge are input vertices 7 and 12, then Voronoi cells 7 and 12
adjoin the right and left sides of the corresponding Voronoi edge,
respectively. To find which Voronoi cells are adjacent to each other, just
read the list of Delaunay edges.
- Triangle does not write a list of the edges adjoining each Voronoi cell,
but you can reconstructed it straightforwardly. For instance, to find all
the edges of Voronoi cell 1, search the output .edge file for every edge
that has input vertex 1 as an endpoint. The corresponding dual edges in
the output .v.edge file form the boundary of Voronoi cell 1.
- For each Voronoi vertex, the .neigh file gives a list of the three Voronoi
vertices attached to it. You might find this more convenient than the
.v.edge file.
Quadratic Elements:
- Triangle generates meshes with subparametric quadratic elements if the
-o2 switch is specified. Quadratic elements have six nodes per
element, rather than three. `Subparametric' means that the edges of the
triangles are always straight, so that subparametric quadratic elements
are geometrically identical to linear elements, even though they can be
used with quadratic interpolating functions. The three extra nodes of an
element fall at the midpoints of the three edges, with the fourth, fifth,
and sixth nodes appearing opposite the first, second, and third corners
respectively.
Domains with Small Angles:
- If two input segments adjoin each other at a small angle, clearly the
-q switch cannot remove the small angle. Moreover, Triangle may
have no choice but to generate additional triangles whose smallest angles
are smaller than the specified bound. However, these triangles only appear
between input segments separated by small angles. Moreover, if you request
a minimum angle of theta degrees, Triangle will generally produce no angle
larger than 180 - 2 theta, even if it is forced to compromise on the
minimum angle.
Statistics:
- After generating a mesh, Triangle prints a count of entities in the output
mesh, including the number of vertices, triangles, edges, exterior
boundary edges (i.e. subsegments on the boundary of the triangulation,
including hole boundaries), interior boundary edges (i.e. subsegments of
input segments not on the boundary), and total subsegments. If you've
forgotten the statistics for an existing mesh, run Triangle on that mesh
with the -rNEP switches to read the mesh and print the statistics
without writing any files. Use -rpNEP if you've got a .poly file
for the mesh.
- The -V switch produces extended statistics, including a rough
estimate of memory use, the number of calls to geometric predicates, and
histograms of the angles and the aspect ratios of the triangles in the
mesh.
Exact Arithmetic:
- Triangle uses adaptive exact arithmetic to perform what computational
geometers call the `orientation' and `incircle' tests. If the
floatingpoint arithmetic of your machine conforms to the IEEE 754 standard
(as most workstations do), and does not use extended precision internal
floating-point registers, then your output is guaranteed to be an
absolutely true Delaunay or constrained Delaunay triangulation, roundoff
error notwithstanding. The word `adaptive' implies that these arithmetic
routines compute the result only to the precision necessary to guarantee
correctness, so they are usually nearly as fast as their approximate
counterparts.
- May CPUs, including Intel x86 processors, have extended precision
floating-point registers. These must be reconfigured so their precision is
reduced to memory precision. Triangle does this if it is compiled
correctly. See the makefile for details.
- The exact tests can be
disabled with the -X switch.
- On most inputs, this
- switch reduces the computation time by about eight percent--it's not worth
the risk. There are rare difficult inputs (having many collinear and
cocircular vertices), however, for which the difference in speed could be
a factor of two. Be forewarned that these are precisely the inputs most
likely to cause errors if you use the -X switch. Hence, the
-X switch is not recommended.
- Unfortunately, the exact tests don't solve every numerical problem. Exact
arithmetic is not used to compute the positions of new vertices, because
the bit complexity of vertex coordinates would grow without bound. Hence,
segment intersections aren't computed exactly; in very unusual cases,
roundoff error in computing an intersection point might actually lead to
an inverted triangle and an invalid triangulation. (This is one reason to
specify your own intersection points in your .poly files.) Similarly,
exact arithmetic is not used to compute the vertices of the Voronoi
diagram.
- Another pair of problems not solved by the exact arithmetic routines is
underflow and overflow. If Triangle is compiled for double precision
arithmetic, I believe that Triangle's geometric predicates work correctly
if the exponent of every input coordinate falls in the range [-148, 201].
Underflow can silently prevent the orientation and incircle tests from
being performed exactly, while overflow typically causes a floating
exception.
Calling Triangle from Another Program:
- Read the file triangle.h for details.
Troubleshooting:
- Please read this section before mailing me bugs.
- `My output mesh has no triangles!'
- If you're using a PSLG, you've probably failed to specify a proper set of
bounding segments, or forgotten to use the -c switch. Or you may
have placed a hole badly, thereby eating all your triangles. To test these
possibilities, try again with the -c and -O switches.
Alternatively, all your input vertices may be collinear, in which case you
can hardly expect to triangulate them.
- `Triangle doesn't terminate, or just crashes.'
- Bad things can happen when triangles get so small that the distance
between their vertices isn't much larger than the precision of your
machine's arithmetic. If you've compiled Triangle for single-precision
arithmetic, you might do better by recompiling it for double-precision.
Then again, you might just have to settle for more lenient constraints on
the minimum angle and the maximum area than you had planned.
- You can minimize precision problems by ensuring that the origin lies
inside your vertex set, or even inside the densest part of your mesh. If
you're triangulating an object whose x-coordinates all fall between
6247133 and 6247134, you're not leaving much floating-point precision for
Triangle to work with.
- Precision problems can occur covertly if the input PSLG contains two
segments that meet (or intersect) at an extremely small angle, or if such
an angle is introduced by the -c switch. If you don't realize that
a tiny angle is being formed, you might never discover why Triangle is
crashing. To check for this possibility, use the -S switch (with an
appropriate limit on the number of Steiner points, found by
trial-and-error) to stop Triangle early, and view the output .poly file
with Show Me (described below). Look carefully for regions where dense
clusters of vertices are forming and for small angles between segments.
Zoom in closely, as such segments might look like a single segment from a
distance.
- If some of the input values are too large, Triangle may suffer a floating
exception due to overflow when attempting to perform an orientation or
incircle test. (Read the section on exact arithmetic above.) Again, I
recommend compiling Triangle for double (rather than single) precision
arithmetic.
- Unexpected problems can arise if you use quality meshing (-q,
-a, or -u) with an input that is not segment-bounded--that
is, if your input is a vertex set, or you're using the -c switch.
If the convex hull of your input vertices has collinear vertices on its
boundary, an input vertex that you think lies on the convex hull might
actually lie just inside the convex hull. If so, the vertex and the nearby
convex hull edge form an extremely thin triangle. When Triangle tries to
refine the mesh to enforce angle and area constraints, Triangle might
generate extremely tiny triangles, or it might fail because of
insufficient floating-point precision.
- `The numbering of the output vertices doesn't match the input
vertices.'
- You may have had duplicate input vertices, or you may have eaten some of
your input vertices with a hole, or by placing them outside the area
enclosed by segments. In any case, you can solve the problem by not using
the -j switch.
- `Triangle executes without incident, but when I look at the resulting
mesh, it has overlapping triangles or other geometric
inconsistencies.'
- If you select the -X switch, Triangle occasionally makes mistakes
due to floating-point roundoff error. Although these errors are rare,
don't use the -X switch. If you still have problems, please report
the bug.
- `Triangle executes without incident, but when I look at the resulting
Voronoi diagram, it has overlapping edges or other geometric
inconsistencies.'
- If your input is a PSLG (-p), you can only expect a meaningful
Voronoi diagram if the domain you are triangulating is convex and free of
holes, and you use the -D switch to construct a conforming Delaunay
triangulation (instead of a CDT or CCDT).
- Strange things can
happen if you've taken liberties with your PSLG.
- Do
- you have a vertex lying in the
middle of a segment?
- Triangle sometimes
- copes poorly with that sort
of thing.
- Do you want to lay out a collinear
- row of evenly spaced,
segment-connected vertices?
- Have you simply
- defined one long segment connecting the leftmost vertex to the rightmost
vertex, and a bunch of vertices lying along it? This method occasionally
works, especially with horizontal and vertical lines, but often it
doesn't, and you'll have to connect each adjacent pair of vertices with a
separate segment. If you don't like it, tough.
- Furthermore, if you have segments that intersect other than at their
endpoints, try not to let the intersections fall extremely close to PSLG
vertices or each other.
- If you have problems refining a triangulation not produced by Triangle:
Are you sure the triangulation is geometrically valid? Is it formatted
correctly for Triangle? Are the triangles all listed so the first three
vertices are their corners in counterclockwise order? Are all of the
triangles constrained Delaunay? Triangle's Delaunay refinement algorithm
assumes that it starts with a CDT.
Show Me:
- Triangle comes with a separate program named `Show Me', whose primary
purpose is to draw meshes on your screen or in PostScript. Its secondary
purpose is to check the validity of your input files, and do so more
thoroughly than Triangle does. Unlike Triangle, Show Me requires that you
have the X Windows system. Sorry, Microsoft Windows users.
Triangle on the Web:
- To see an illustrated version of these instructions, check out
- http://www.cs.cmu.edu/~quake/triangle.html
A Brief Plea:
- If you use Triangle, and especially if you use it to accomplish real work,
I would like very much to hear from you. A short letter or email (to
jrs@cs.berkeley.edu) describing how you use Triangle will mean a lot to
me. The more people I know are using this program, the more easily I can
justify spending time on improvements, which in turn will benefit you.
Also, I can put you on a list to receive email whenever a new version of
Triangle is available.
- If you use a mesh generated by Triangle in a publication, please include
an acknowledgment as well. And please spell Triangle with a capital `T'!
If you want to include a citation, use `Jonathan Richard Shewchuk,
``Triangle: Engineering a 2D Quality Mesh Generator and Delaunay
Triangulator,'' in Applied Computational Geometry: Towards Geometric
Engineering (Ming C. Lin and Dinesh Manocha, editors), volume 1148 of
Lecture Notes in Computer Science, pages 203-222, Springer-Verlag, Berlin,
May 1996. (From the First ACM Workshop on Applied Computational
Geometry.)'
Research credit:
- Of course, I can take credit for only a fraction of the ideas that made
this mesh generator possible. Triangle owes its existence to the efforts
of many fine computational geometers and other researchers, including
Marshall Bern, L. Paul Chew, Kenneth L. Clarkson, Boris Delaunay, Rex A.
Dwyer, David Eppstein, Steven Fortune, Leonidas J. Guibas, Donald E.
Knuth, Charles L. Lawson, Der-Tsai Lee, Gary L. Miller, Ernst P. Mucke,
Steven E. Pav, Douglas M. Priest, Jim Ruppert, Isaac Saias, Bruce J.
Schachter, Micha Sharir, Peter W. Shor, Daniel D. Sleator, Jorge Stolfi,
Robert E. Tarjan, Alper Ungor, Christopher J. Van Wyk, Noel J. Walkington,
and Binhai Zhu. See the comments at the beginning of the source code for
references.
- -p
- Triangulates a Planar Straight Line Graph (.poly file).
- -r
- Refines a previously generated mesh.
- -q
- Quality mesh generation. A minimum angle may be specified.
- -a
- Applies a maximum triangle area constraint.
- -u
- Applies a user-defined triangle constraint.
- -A
- Applies attributes to identify triangles in certain regions.
- -c
- Encloses the convex hull with segments.
- -D
- Conforming Delaunay: all triangles are truly Delaunay.
- -j
- Jettison unused vertices from output .node file.
- -e
- Generates an edge list.
- -v
- Generates a Voronoi diagram.
- -n
- Generates a list of triangle neighbors.
- -g
- Generates an .off file for Geomview.
- -B
- Suppresses output of boundary information.
- -P
- Suppresses output of .poly file.
- -N
- Suppresses output of .node file.
- -E
- Suppresses output of .ele file.
- -I
- Suppresses mesh iteration numbers.
- -O
- Ignores holes in .poly file.
- -X
- Suppresses use of exact arithmetic.
- -z
- Numbers all items starting from zero (rather than one).
-o2 Generates second-order subparametric elements.
- -Y
- Suppresses boundary segment splitting.
- -S
- Specifies maximum number of added Steiner points.
- -i
- Uses incremental method, rather than divide-and-conquer.
- -F
- Uses Fortune's sweepline algorithm, rather than d-and-c.
- -l
- Uses vertical cuts only, rather than alternating cuts.
- -s
- Force segments into mesh by splitting (instead of using CDT).
- -C
- Check consistency of final mesh.
- -Q
- Quiet: No terminal output except errors.
- -V
- Verbose: Detailed information on what I'm doing.
- -h
- Help: Detailed instructions for Triangle.
The full documentation for triangle is maintained as a
Texinfo manual. If the info and triangle programs are properly
installed at your site, the command
- info triangle
should give you access to the complete manual.