lxlyh / triangle

Go wrapper for Triangle: Constrained Delaunay Triangulation and Voronoi Tesselation

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Go wrapper for triangle

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This package is a wrapper for the Triangle library originally written in C by Jonathan Shewchuk. Features include

  • constrained & conforming Delaunay triangulation
  • Voronoi tesselation
  • triangle mesh generation with area and angle constraints

for points in 2D.

Usage

Delaunay triangulation and Voronoi tesselation of points

Functions Delaunay() and Voronoi() accept a slice of 2D points represented as [][2]float64.

// Points forming a spiral shape (https://www.cs.cmu.edu/~quake/spiral.node)
var pts = [][2]float64{{0, 0}, {-0.416, 0.909}, {-1.35, 0.436}, {-1.64, 0.549},
            {-1.31, -1.51}, {-0.532, -2.17}, {0.454, -2.41}, {1.45, -2.21},
            {2.29, -1.66}, {2.88, -0.838}, {3.16, 0.131}, {3.12, 1.14},
            {2.77, 2.08}, {2.16, 2.89}, {1.36, 3.49},
        }

Delaunay() returns a slice of triangle indices [][3]int32 (left image below).

triangles := triangle.Delaunay(pts)
fmt.Println(triangles)
// Triangle indices
// [[0 4 5] [0 5 6] ... [7 8 0]]

Voronoi() returns four slices: the vertices [][2]float64 and line segments (edges) [][2]int32 of the Voronoi diagram, and the origins []int32 and directions [][2]float64 of the edges that are infinite rays (right image below).

vertices, edges, rayOrigins, rayDirections := triangle.Voronoi(pts)

// Vertices
// [[-0.2780 -1.0820] [0.2250 -1.2054] ... [1.1458 -0.8289]]
// Edges (pair of indices into the vertices slice)
// [[0 5] [0 1] ... [11 12]]
// Ray origins (index into vertices slice)
// [0 1 2 5 6 7 8 9 10 11 12 13 14]
// Direction vectors for rays in rayOrigins
// [[-0.660 -0.778] [-0.240 -0.986] ... [0.550 -0.840]]
Delaunay triangulation Voronoi diagram

Constrained and conforming Delaunay triangulation of PSLGs

Functions ConformingDelaunay() and ConstrainedDelaunay() accept a PSLG as input. PSLGs are planar straight line graphs defined by a set of points ([][2]float64), segments (pair of indices into the points slice [][2]int32), and holes ( single point somewhere within each hole [][2]float64).

// Points forming the shape of letter "A"
var pts = [][2]float64{{0.200000, -0.776400}, {0.220000, -0.773200},
    {0.245600, -0.756400}, {0.277600, -0.702000}, {0.488800, -0.207600}, {0.504800, -0.207600}, {0.740800, -0.7396}, {0.756000, -0.761200},
    {0.774400, -0.7724}, {0.800000, -0.776400}, {0.800000, -0.792400}, {0.579200, -0.792400}, {0.579200, -0.776400}, {0.621600, -0.771600},
    {0.633600, -0.762800}, {0.639200, -0.744400}, {0.620800, -0.684400}, {0.587200, -0.604400}, {0.360800, -0.604400}, {0.319200, -0.706800},
    {0.312000, -0.739600}, {0.318400, -0.761200}, {0.334400, -0.771600}, {0.371200, -0.776400}, {0.371200, -0.792400}, {0.374400, -0.570000},
    {0.574400, -0.5700}, {0.473600, -0.330800}, {0.200000, -0.792400},
}
// Segments connecting the points
var segs = [][2]int32{{28, 0}, {0, 1}, {1, 2}, {2, 3}, {3, 4}, {4, 5}, {5, 6}, {6, 7}, {7, 8}, {8, 9}, {9, 10}, {10, 11}, {11, 12}, {12, 13}, {13, 14}, {14, 15}, {15, 16}, {16, 17}, {17, 18}, {18, 19}, {19, 20}, {20, 21}, {21, 22}, {22, 23}, {23, 24}, {24, 28}, {25, 26}, {26, 27}, {27, 25},
}
// Hole represented by a point lying inside it 
var holes = [][2]float64{
    {0.47, -0.5},
}

ConstrainedDelaunay() computes a constrained Delaunay triangulation of a PSLG, where the given segments are retained as such in the resulting triangulation. As a result, not all triangles are Delaunay. (left image below)

verts, faces := triangle.ConstrainedDelaunay(pts, segs, holes)

ConformingDelaunay() computes a conforming Delaunay triangulation of a PSLG, where each triangle in the result is Delaunay. This is acheived by inserting vertices inbetween the given segments. (right image below)

verts, faces := triangle.ConformingDelaunay(pts, segs, holes)
Constrained Delaunay Conforming Delaunay

The function Triangulate() can be used for more fine grained control. Example usage for per-triangle angle and area constraints:

in := triangle.NewTriangulateIO()
in.SetPoints(pts)
opt := triangle.NewOptions()
opt.Angle = 20
opt.Area = 15
out := triangle.Triangulate(in, opt, false)
// Vertices and faces can be obtained by calling out.Points()
// and out.Triangles()
// Remember to free memory on the C side manually
triangle.FreeTriangulateIO(in)
triangle.FreeTriangulateIO(out)

About

Go wrapper for Triangle: Constrained Delaunay Triangulation and Voronoi Tesselation

License:MIT License


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