package mesh-triangle

  1. Overview
  2. Docs

Source file mesh_triangleC.ml

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
# 1 "triangle/mesh_triangleFC.ml"
(* Binding to Triangle for layout c_layout. *)

open Printf
open Bigarray
open Mesh_triangle_common

type layout = Bigarray.c_layout
type mesh = layout t
type mat = layout Mesh.mat
type vec = layout Mesh.vec
type int_mat = layout Mesh.int_mat
type int_vec = layout Mesh.int_vec

let layout = Bigarray.c_layout
let default_switches = "z"

let empty_vec = Array1.create int layout 0
let empty_mat0 = Array2.create (float64) c_layout (0) (0)
let empty_mat2 = Array2.create (float64) c_layout (0) (2)
let empty_mat4 = Array2.create (float64) c_layout (0) (4)
let empty_int_mat2 = Array2.create (int) c_layout (0) (2)
let empty_int_mat3 = Array2.create (int) c_layout (0) (3)

let check_point name point =
  if Array2.dim1(point) = 0 then
    invalid_arg(name ^ ": points cannot be empty");
  if Array2.dim2(point) <> 2 then
    invalid_arg(name ^ ": dim2 points must be 2")

let check_point_marker name ~npoint m =
  let n = Array1.dim m in
  if 0 < n && n <> npoint then
    invalid_arg(sprintf "%s: dim point_marker = %d <> dim1 point = %d"
                  name n npoint)

let get_point_marker name ~npoint = function
  | None -> empty_vec
  | Some m -> check_point_marker name ~npoint m;
              m

let check_point_attribute name ~npoint a =
  if Array2.dim2(a) > 0 && Array2.dim1(a) <> npoint then
    invalid_arg(sprintf "%s: dim1 point_attribute = %d <> dim1 point = %d"
                  name (Array2.dim1(a)) npoint)

let get_point_attribute name ~npoint = function
  | None -> empty_mat0
  | Some a -> check_point_attribute name ~npoint a;
              a

let check_segment name s =
  if Array2.dim1(s) > 0 && Array2.dim2(s) <> 2 then
    invalid_arg(name ^ ": dim2 segment must be 2")

let get_segment name = function
  | None -> empty_int_mat2
  | Some s -> check_segment name s;
              s

let check_segment_marker name ~nsegment m =
  let n = Array1.dim m in
  if 0 < n && n <> nsegment then
    invalid_arg(sprintf "%s: dim segment_marker = %d <> dim1 segment = %d"
                  name n nsegment)

let get_segment_marker name ~nsegment = function
  | None -> empty_vec
  | Some m -> check_segment_marker name ~nsegment m;
              m

let check_hole name h =
  if Array2.dim1(h) > 0 && Array2.dim2(h) <> 2 then
    invalid_arg(name ^ ": dim2 hole must be 2")

let get_hole name = function
  | None -> empty_mat2
  | Some h -> check_hole name h;
              h

let check_region name r =
  if Array2.dim1(r) > 0 && Array2.dim2(r) <> 4 then
    invalid_arg(name ^ ": dim2 region must be 4")

let get_region name = function
  | None -> empty_mat4
  | Some r -> check_region name r;
              r

let check_triangle name tr =
  if Array2.dim1(tr) = 0 then
    invalid_arg(name ^ ": must have at least one triangle");
  if Array2.dim2(tr) < 3 then
    invalid_arg(name ^ ": dim2 mesh#triangle < 3")

let check_triangle_attribute name ~ntriangle a =
  if Array2.dim2(a) > 0 && Array2.dim1(a) <> ntriangle then
    invalid_arg(sprintf "%s: dim1 triangle_attribute = %d <> dim1 triangle \
                         = %d" name (Array2.dim1(a)) ntriangle)

let get_triangle_attribute name ~ntriangle = function
  | None -> empty_mat0
  | Some a -> check_triangle_attribute name ~ntriangle a;
              a

let pslg ~hole ~region ~point_attribute ~point_marker ~point
         ~segment_marker ~segment =
  check_point "Mesh_triangle.pslg" point;
  let npoint = Array2.dim1(point) in
  let point_marker =
    get_point_marker "Mesh_triangle.pslg" ~npoint point_marker in
  let point_attribute =
    get_point_attribute "Mesh_triangle.pslg" ~npoint point_attribute in
  check_segment "Mesh_triangle.pslg" segment;
  let segment_marker = get_segment_marker "Mesh_triangle.pslg"
                         ~nsegment:(Array2.dim1(segment)) segment_marker in
  let hole = get_hole "Mesh_triangle.pslg" hole in
  let region = get_region "Mesh_triangle.pslg" region in
  (object
      method point = point
      method point_marker = point_marker
      method point_attribute = point_attribute
      method segment = segment
      method segment_marker = segment_marker
      method hole = hole
      method region = region
    end : c_layout pslg)

let create ~hole ~region ~point_attribute ~point_marker ~point
      ~segment_marker ~segment ~neighbor ~edge ~edge_marker
      ~triangle_attribute ~triangle =
  check_point "Mesh_triangle.create" point;
  let npoint = Array2.dim1(point) in
  let point_marker =
    get_point_marker "Mesh_triangle.create" ~npoint point_marker in
  let point_attribute =
    get_point_attribute "Mesh_triangle.create" ~npoint point_attribute in
  let segment = get_segment "Mesh_triangle.create" segment in
  let segment_marker = get_segment_marker "Mesh_triangle.create"
                         ~nsegment:(Array2.dim1(segment)) segment_marker in
  let hole = get_hole "Mesh_triangle.create" hole in
  let region = get_region "Mesh_triangle.create" region in
  check_triangle "Mesh_triangle.create" triangle;
  let ntriangle = Array2.dim1(triangle) in
  let triangle_attribute = get_triangle_attribute "Mesh_triangle.create"
                             triangle_attribute ~ntriangle in
  let neighbor = match neighbor with
    | None -> empty_int_mat3
    | Some nbh ->
       if Array2.dim1(nbh) > 0 then (
         if Array2.dim1(nbh) <> ntriangle then
           invalid_arg(sprintf "Mesh_triangle.create: dim1 neighbor = %d <> \
                                dim1 triangle = %d" (Array2.dim1(nbh)) ntriangle);
         if Array2.dim2(nbh) <> 3 then
           invalid_arg "Mesh_triangle.create: dim2 neighbor <> 3";
       );
       nbh in
  let edge = match edge with
    | None -> empty_int_mat2
    | Some e ->
       if Array2.dim1(e) > 0 && Array2.dim2(e) <> 2 then
         invalid_arg "Mesh_triangle.create: dim2 edge <> 2";
       e in
  let edge_marker = match edge_marker with
    | None -> empty_vec
    | Some e ->
       let n = Array1.dim e in
       if n > 0 && n <> Array2.dim1(edge) then
         invalid_arg(sprintf "Mesh_triangle.create: dim1 edge_marker = %d <> \
                              dim1 edge = %d" n (Array2.dim1(edge)));
       e in
  (object
     method point = point
     method point_marker = point_marker
     method point_attribute = point_attribute
     method segment = segment
     method segment_marker = segment_marker
     method hole = hole
     method region = region
     method triangle_attribute = triangle_attribute
     method triangle = triangle
     method neighbor = neighbor
     method edge = edge
     method edge_marker = edge_marker
   end : c_layout t)

external triangle :
  string ->                       (* switches *)
  layout t ->
  vec                             (* trianglearea *)
  -> mat * mat * int_vec * int_mat * mat * int_mat * int_mat * int_vec
    * (* edge *) int_mat * int_vec
    * (* voronoi *) mat * mat * int_mat * mat
  = "triangulate_c_layout"


let empty_vec = Array1.create float64 layout 0 (* not used => global *)

(* check that all C "triexit" have been avoided. *)

let triangulate ?(delaunay=true) ?min_angle ?max_area ?(region_area=false)
    ?max_steiner ?(voronoi=false) ?(edge=true) ?(neighbor=false)
    ?(subparam=false) ?triangle_area ?triunsuitable
    ?(check_finite=true) ?(debug=true) ?verbose
    ~pslg ~refine (mesh: layout t) =
  (* Check points *)
  let point = mesh#point in
  check_point "Mesh_triangle" point;
  let npoint = Array2.dim1(point) in
  check_point_attribute "Mesh_triangle" ~npoint mesh#point_attribute;
  check_point_marker "Mesh_triangle" ~npoint mesh#point_marker;
  if check_finite then (
    (* Check that no point contains NaN (or infinities).  Triangle
       seems to go into an infinite loop with these which can easily
       be confused with other difficulties. *)
    for i = 0 to Array2.dim1(point) do
      if not(is_finite(point.{i,0})) then
        invalid_arg(sprintf "Mesh_triangle: mesh#point.{%i, %i} is not finite"
                            (i)(0));
      if not(is_finite(point.{i,1})) then
        invalid_arg(sprintf "Mesh_triangle: mesh#point.{%i, %i} is not finite"
                            (i)(1));
    done;
  );
  let switches = Buffer.create 20 in
  Buffer.add_string switches default_switches;
  (* Check for PSLG *)
  if pslg then (
    check_segment "Mesh_triangle" mesh#segment;
    check_segment_marker "Mesh_triangle" ~nsegment:(Array2.dim1(mesh#segment))
      mesh#segment_marker;
    if not refine then (
      let hole = mesh#hole in
      check_hole "Mesh_triangle" hole;
      let region = mesh#region in
      if Array2.dim1(region) > 0 then (
        check_region "Mesh_triangle" region;
        Buffer.add_char switches 'A'; (* regional attributes *)
        if region_area then Buffer.add_char switches 'a'; (* area constraint *)
      );
      if check_finite then (
        for i = 0 to Array2.dim1(hole) do
          if not(is_finite(hole.{i,0})) then
            invalid_arg(sprintf "Mesh_triangle: mesh#hole.{%i, %i} is not \
                                 finite" (i)(0));
          if not(is_finite(hole.{i,1})) then
            invalid_arg(sprintf "Mesh_triangle: mesh#hole.{%i, %i} is not \
                                 finite" (i)(1));
        done;
        for i = 0 to Array2.dim1(region) do
          for j = 0 to Array2.dim2(region) do
            if not(is_finite(region.{i,j})) then
              invalid_arg(sprintf "Mesh_triangle: mesh#region.{%i, %i} is not \
                                   finite" (i)(j));
          done
        done
      )
    );
    Buffer.add_char switches 'p';
    if Array2.dim2(mesh#segment) = 0 || Array2.dim1(mesh#segment) = 0 then
      Buffer.add_char switches 'c';
  );
  (* Check for refinement -- triangles *)
  if refine then (
    check_triangle "Mesh_triangle" mesh#triangle;
    check_triangle_attribute "Mesh_triangle" mesh#triangle_attribute
      ~ntriangle:(Array2.dim1(mesh#triangle));
    Buffer.add_char switches 'r';
    (* Check triangle_area *)
    (match triangle_area with
     | Some a ->
        if Array1.dim a <> Array2.dim1(mesh#triangle) then
          invalid_arg("Mesh_triangle: dim triangle_area <> dim1 mesh#triangle");
        Buffer.add_char switches 'a';
     | None -> ());
  );
  (* Area constraints *)
  (match max_area with
   | None -> ()
   | Some a -> bprintf switches "a%f" a);
  let triangle_area = match triangle_area with
    | None -> empty_vec
    | Some a -> a (* for refinement only *) in
  (* Check for a triunsuitable function *)
  (match triunsuitable with
  | None -> ()
  | Some f -> register_triunsuitable f;  Buffer.add_char switches 'u');
  (* Other switches *)
  if delaunay then Buffer.add_char switches 'D';
  (match min_angle with
  | None -> ()
  | Some a ->
    if a < 0. || a > 60. then (* required: 3 min_angle <= 180 *)
      Buffer.add_char switches 'q'
    else
      (* Angle may include a decimal point, but not exponential notation. *)
      bprintf switches "d%f" a);
  (match max_steiner with
   | None -> ()
   | Some a -> bprintf switches "S%i" a);
  if voronoi then Buffer.add_char switches 'v';
  if edge then Buffer.add_char switches 'e';
  if neighbor then Buffer.add_char switches 'n';
  if subparam then Buffer.add_string switches "o2";
  if not debug then Buffer.add_char switches 'Q';
  (match verbose with
   | Some `V -> Buffer.add_string switches "V";
   | Some `VV -> Buffer.add_string switches "V";
   | Some `VVV -> Buffer.add_string switches "VVV";
   | None -> ());
  (* Call triangle and build the resulting objects *)
  let point, point_attribute, point_marker, triangle, triangle_attribute,
      neighbor, segment, segment_marker, edge, edge_marker,
      vor_point, vor_point_attribute, vor_edge, vor_normal =
    triangle (Buffer.contents switches) mesh triangle_area in
  let mesh_out : layout t =
    (make_mesh
      ~point:              point
      ~point_attribute:    point_attribute
      ~point_marker:       point_marker
      ~triangle:           triangle
      ~triangle_attribute: triangle_attribute
      ~neighbor:           neighbor
      ~segment:            segment
      ~segment_marker:     segment_marker
      ~edge:               edge
      ~edge_marker:        edge_marker
      ~hole: mesh#hole
      ~region: mesh#region)
  and vor : layout voronoi =
    (object
      method point               = vor_point
      method point_attribute     = vor_point_attribute
      method edge                = vor_edge
      method normal              = vor_normal
     end) in
  (mesh_out, vor)


(* Sub
 ***********************************************************************)

let sub (mesh: mesh) ?(pos=0) len =
  let m, n_tr, cols_tr = Mesh__MeshC.internal_sub (mesh :> Mesh__MeshC.mesh)
                                             ~pos len in
  let point_attribute =
    if Array2.dim2(mesh#point_attribute) = 0 || Array2.dim1(mesh#point_attribute) = 0 then
      mesh#point_attribute
    else
      Array2.sub_left mesh#point_attribute pos len in
  let triangle_attribute =
    let old_att = mesh#triangle_attribute in
    if Array2.dim2(old_att) = 0 || Array2.dim1(old_att) = 0 then old_att
    else (
      let att = Array2.create (float64) c_layout (n_tr) (Array2.dim2(old_att)) in
      Mesh__MeshC.iteri (fun i pi ->
                    for j = 0 to Array2.dim2(att) - 1 do
                      att.{i,j} <- old_att.{pi,j};
                    done
                   ) cols_tr;
      att
    ) in
  extend_mesh m
              ~point_attribute: point_attribute
              ~triangle_attribute: triangle_attribute


(* Permutations
 ***********************************************************************)

let permute_points_name = "Mesh_triangle.permute_points"

let do_permute_points (old_mesh: mesh) (perm: int_vec) inv_perm : mesh =
  let mesh = Mesh__MeshC.do_permute_points permute_points_name
                                      (old_mesh :> Mesh__MeshC.mesh)
                                      perm inv_perm in
  (* Permute the attributes *)
  let old_attr : mat = old_mesh#point_attribute in
  let attr = Array2.create (float64) c_layout (Array2.dim1(old_attr)) (Array2.dim2(old_attr)) in
  for i = 0 to Array2.dim1(old_attr) - 1 do
    let old_i = perm.{i} in
    for a = 0 to Array2.dim2(old_attr) - 1 do
      attr.{i,a} <- old_attr.{old_i,a}
    done
  done;
  extend_mesh mesh
              ~point_attribute: attr
              ~triangle_attribute: old_mesh#triangle_attribute


let permute_points (mesh: mesh) ~inv (perm: int_vec) =
  let inv_perm = Mesh__MeshC.inverse_perm permute_points_name perm in
  if inv then do_permute_points mesh inv_perm perm
  else do_permute_points mesh perm inv_perm


let permute_triangles_name = "Mesh_triangle.permute_triangles"

let do_permute_triangles (old_mesh: mesh) (perm: int_vec) : mesh =
  let mesh = Mesh__MeshC.do_permute_triangles permute_triangles_name
                                         (old_mesh :> Mesh__MeshC.mesh) perm in
  (* Permute attributes *)
  let old_attr : mat = old_mesh#triangle_attribute in
  let attr = Array2.create (float64) c_layout (Array2.dim1(old_attr)) (Array2.dim2(old_attr)) in
  for i = 0 to Array2.dim1(old_attr) - 1 do
    let old_i = perm.{i} in
    for a = 0 to Array2.dim2(old_attr) - 1 do
      attr.{i,a} <- old_attr.{old_i,a}
    done
  done;
  extend_mesh mesh
              ~point_attribute: (old_mesh#point_attribute)
              ~triangle_attribute: attr

let permute_triangles (mesh: mesh) ~inv (perm: int_vec) =
  let inv_perm = Mesh__MeshC.inverse_perm permute_triangles_name perm in
  if inv then do_permute_triangles mesh inv_perm
  else do_permute_triangles mesh perm
OCaml

Innovation. Community. Security.