INPUT(1)

πŸŽ€ NAME πŸŽ€

tricall β€” that's the whole thing bestie: tricall [INPUT] πŸ’…

This is the INPUT(1) page from the User Commands section, so you already know it's giving utility energy. 🫢


✨ DESCRIPTION ✨

okay so. hydrate, sit down, because this one is a dump. πŸ“ What you're about to read is the output of a run β€” first the input point set it starts with, then a whole triangulation situation, and then (no, I am not kidding, and no, I am not repeating myself on purpose) the entire thing again. Every number below is exactly as-is. I'm not rounding, I'm not tidying, I'm not skipping. If it's in there, it's in here. periodt. πŸ’–

First up: the input point set. Four points, and away we go:

Input point set:

Point    0:  0  0   attributes  0   marker 0
Point    1:  1  0   attributes  1   marker 2
Point    2:  1  10   attributes  11   marker 0
Point    3:  0  10   attributes  10   marker 0

Then the first pass kicks off. Constructing Delaunay triangulation by divide-and-conquer method, recovering segments in the Delaunay triangulation, removing unwanted triangles, spreading regional attributes, holes β€” and every single one of those timers says 0 milliseconds. lowkey iconic. ✨

And then the writing era begins: vertices, triangles, segments, edges, Voronoi vertices, Voronoi edges, neighbors. All of it. Every last one. πŸ‘‘

Constructing Delaunay triangulation by divide-and-conquer method.
Delaunay milliseconds:  0
Recovering segments in Delaunay triangulation.
Segment milliseconds:  0
Removing unwanted triangles.
Spreading regional attributes.
Hole milliseconds:  0

Writing vertices.
Writing triangles.
Writing segments.
Writing edges.
Writing Voronoi vertices.
Writing Voronoi edges.
Writing neighbors.

Output milliseconds:  0
Total running milliseconds:  0

Stats time, and the way these numbers just are:

Statistics:

Input vertices: 4
Input segments: 0
Input holes: 0

Mesh vertices: 4
Mesh triangles: 2
Mesh edges: 5
Mesh exterior boundary edges: 4
Mesh interior boundary edges: 0
Mesh subsegments (constrained edges): 4

Then the initial triangulation β€” the points with their markers, the two triangles with their neighbors, the four segments, the five edges β€” followed by the initial Voronoi diagram with its two points and its five edges. yes bestie, -1 shows up in there, that's just how it is:

Initial triangulation:

Point    0:  0  0   attributes  0   marker 1
Point    1:  1  0   attributes  1   marker 2
Point    2:  1  10   attributes  11   marker 1
Point    3:  0  10   attributes  10   marker 1

Triangle    0 points:     3     0     1   attributes  7
Triangle    0 neighbors:    -1     1    -1
Triangle    1 points:     1     2     3   attributes  7
Triangle    1 neighbors:    -1     0    -1

Segment    0 points:     1     0   marker 1
Segment    1 points:     2     1   marker 1
Segment    2 points:     3     2   marker 1
Segment    3 points:     0     3   marker 1

Edge    0 points:     3     0   marker 1
Edge    1 points:     0     1   marker 1
Edge    2 points:     1     3   marker 0
Edge    3 points:     1     2   marker 1
Edge    4 points:     2     3   marker 1

Initial Voronoi diagram:

Point    0:  0.5  5   attributes  5.5
Point    1:  0.5  5   attributes  5.5

Edge    0 points:     0    -1  -10  0
Edge    1 points:     0    -1  0  -1
Edge    2 points:     0     1
Edge    3 points:     1    -1  10  0
Edge    4 points:     1    -1  0  1

Then it reconstructs the mesh, adds Steiner points to enforce quality, and writes again β€” except this time it is NOT writing segments, and the NOT is in caps because it means it, don't test it πŸ™ˆ:

Reconstructing mesh.
Mesh reconstruction milliseconds:  0
Adding Steiner points to enforce quality.
Quality milliseconds:  0

Writing vertices.
Writing triangles.
NOT writing segments.

Output milliseconds:  0
Total running milliseconds:  0

Stats round two, and this time it's counting input triangles and input segments too:

Statistics:

Input vertices: 4
Input triangles: 2
Input segments: 4

Mesh vertices: 14
Mesh triangles: 16
Mesh edges: 29
Mesh exterior boundary edges: 10
Mesh interior boundary edges: 0
Mesh subsegments (constrained edges): 10

And now the refined triangulation. Fourteen points, numbered 0 through 13, with all those adorable little decimals (0.5, 8.75, 6.25, 3.75, 1.25 β€” the whole decimal moment). Then sixteen triangles, 0 through 15, and every single one of them is sitting there with attributes 7. ate. πŸ”₯

Refined triangulation:

Point    0:  0  0   attributes  0
Point    1:  1  0   attributes  1
Point    2:  1  10   attributes  11
Point    3:  0  10   attributes  10
Point    4:  0  5   attributes  5
Point    5:  0.5  8.75   attributes  9.25
Point    6:  1  5   attributes  6
Point    7:  1  7.5   attributes  8.5
Point    8:  1  2.5   attributes  3.5
Point    9:  0.5  3.75   attributes  4.25
Point   10:  0  7.5   attributes  7.5
Point   11:  0.5  6.25   attributes  6.75
Point   12:  0  2.5   attributes  2.5
Point   13:  0.5  1.25   attributes  1.75

Triangle    0 points:     1    13     0   attributes  7
Triangle    1 points:     4    11    10   attributes  7
Triangle    2 points:     2     5     7   attributes  7
Triangle    3 points:     6     4     9   attributes  7
Triangle    4 points:     8    12    13   attributes  7
Triangle    5 points:     6    11     4   attributes  7
Triangle    6 points:    12     0    13   attributes  7
Triangle    7 points:     2     3     5   attributes  7
Triangle    8 points:     7    10    11   attributes  7
Triangle    9 points:     8     6     9   attributes  7
Triangle   10 points:     4    12     9   attributes  7
Triangle   11 points:     3    10     5   attributes  7
Triangle   12 points:     7     5    10   attributes  7
Triangle   13 points:     6     7    11   attributes  7
Triangle   14 points:     8     9    12   attributes  7
Triangle   15 points:     1     8    13   attributes  7
and then… bestie, it starts over. 😭 Same four points. Same markers. Same whole journey. I told you I wasn't kidding.

Same points, same attributes, same markers 0, 2, 0, 0:

Point    0:  0  0   attributes  0   marker 0
Point    1:  1  0   attributes  1   marker 2
Point    2:  1  10   attributes  11   marker 0
Point    3:  0  10   attributes  10   marker 0

Divide-and-conquer again, segments recovered again, unwanted triangles removed again, regional attributes spread again, holes again β€” all 0 milliseconds again, because of course:

Constructing Delaunay triangulation by divide-and-conquer method.
Delaunay milliseconds:  0
Recovering segments in Delaunay triangulation.
Segment milliseconds:  0
Removing unwanted triangles.
Spreading regional attributes.
Hole milliseconds:  0

Writing vertices.
Writing triangles.
Writing segments.
Writing edges.
Writing Voronoi vertices.
Writing Voronoi edges.
Writing neighbors.

Output milliseconds:  0
Total running milliseconds:  0

Stats, take three, and they're the Input segments: 0 / Input holes: 0 flavour again:

Statistics:

Input vertices: 4
Input segments: 0
Input holes: 0

Mesh vertices: 4
Mesh triangles: 2
Mesh edges: 5
Mesh exterior boundary edges: 4
Mesh interior boundary edges: 0
Mesh subsegments (constrained edges): 4

Initial triangulation, take two, with the same two triangles, the same four segments, the same five edges, and the same initial Voronoi diagram:

Initial triangulation:

Point    0:  0  0   attributes  0   marker 1
Point    1:  1  0   attributes  1   marker 2
Point    2:  1  10   attributes  11   marker 1
Point    3:  0  10   attributes  10   marker 1

Triangle    0 points:     3     0     1   attributes  7
Triangle    0 neighbors:    -1     1    -1
Triangle    1 points:     1     2     3   attributes  7
Triangle    1 neighbors:    -1     0    -1

Segment    0 points:     1     0   marker 1
Segment    1 points:     2     1   marker 1
Segment    2 points:     3     2   marker 1
Segment    3 points:     0     3   marker 1

Edge    0 points:     3     0   marker 1
Edge    1 points:     0     1   marker 1
Edge    2 points:     1     3   marker 0
Edge    3 points:     1     2   marker 1
Edge    4 points:     2     3   marker 1

Initial Voronoi diagram:

Point    0:  0.5  5   attributes  5.5
Point    1:  0.5  5   attributes  5.5

Edge    0 points:     0    -1  -10  0
Edge    1 points:     0    -1  0  -1
Edge    2 points:     0     1
Edge    3 points:     1    -1  10  0
Edge    4 points:     1    -1  0  1

Reconstructing the mesh, adding Steiner points to enforce quality, writing vertices and triangles, NOT writing segments β€” the encore we all deserved:

Reconstructing mesh.
Mesh reconstruction milliseconds:  0
Adding Steiner points to enforce quality.
Quality milliseconds:  0

Writing vertices.
Writing triangles.
NOT writing segments.

Output milliseconds:  0
Total running milliseconds:  0

And the last stats block, with the 4 / 2 / 4 input line and the big beautiful 14, 16, 29, 10 mesh numbers:

Statistics:

Input vertices: 4
Input triangles: 2
Input segments: 4

Mesh vertices: 14
Mesh triangles: 16
Mesh edges: 29
Mesh exterior boundary edges: 10
Mesh interior boundary edges: 0
Mesh subsegments (constrained edges): 10

And the refined triangulation one more time β€” fourteen points, sixteen triangles, every triangle rocking attributes 7, closing us out with triangle 15:

Refined triangulation:

Point    0:  0  0   attributes  0
Point    1:  1  0   attributes  1
Point    2:  1  10   attributes  11
Point    3:  0  10   attributes  10
Point    4:  0  5   attributes  5
Point    5:  0.5  8.75   attributes  9.25
Point    6:  1  5   attributes  6
Point    7:  1  7.5   attributes  8.5
Point    8:  1  2.5   attributes  3.5
Point    9:  0.5  3.75   attributes  4.25
Point   10:  0  7.5   attributes  7.5
Point   11:  0.5  6.25   attributes  6.75
Point   12:  0  2.5   attributes  2.5
Point   13:  0.5  1.25   attributes  1.75

Triangle    0 points:     1    13     0   attributes  7
Triangle    1 points:     4    11    10   attributes  7
Triangle    2 points:     2     5     7   attributes  7
Triangle    3 points:     6     4     9   attributes  7
Triangle    4 points:     8    12    13   attributes  7
Triangle    5 points:     6    11     4   attributes  7
Triangle    6 points:    12     0    13   attributes  7
Triangle    7 points:     2     3     5   attributes  7
Triangle    8 points:     7    10    11   attributes  7
Triangle    9 points:     8     6     9   attributes  7
Triangle   10 points:     4    12     9   attributes  7
Triangle   11 points:     3    10     5   attributes  7
Triangle   12 points:     7     5    10   attributes  7
Triangle   13 points:     6     7    11   attributes  7
Triangle   14 points:     8     9    12   attributes  7
Triangle   15 points:     1     8    13   attributes  7

🌈 SEE ALSO 🌈

The full documentation for Input is maintained as a Texinfo manual. If the info and Input programs are properly installed at your site, the command

info Input

should give you access to the complete manual. 🧚 go read it, it's giving complete manual energy.


okay that's the whole page, bestie πŸŽ€ it's the tricall page, dated December 2021, and it lives in INPUT(1). mwah, drink some water, go triangulate something πŸ’–βœ¨πŸ¦‹

πŸ“¦ where this page comes from