INPUT(1)
π NAME π
tricall β that's the whole thing bestie: tricall [INPUT] π
This is the INPUT(1) page from the User Commands section, so you already know it's giving utility energy. π«Ά
β¨ DESCRIPTION β¨
okay so. hydrate, sit down, because this one is a dump. π 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. π
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. β¨
And then the writing era begins: vertices, triangles, segments, edges, Voronoi vertices, Voronoi edges, neighbors. All of it. Every last one. π
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 π:
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. π₯
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 thenβ¦ bestie, it starts over. π 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
π SEE ALSO π
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. π§ go read it, it's giving complete manual energy.
okay that's the whole page, bestie π it's the tricall page, dated December 2021, and it lives in INPUT(1). mwah, drink some water, go triangulate something πβ¨π¦
π¦ where this page comes from
- debian bookworm: triangle-bin 1.6-4 Β· other
- debian trixie: triangle-bin 1.6-6 Β· other
- ubuntu jammy: triangle-bin 1.6-4 Β· other
- ubuntu noble: triangle-bin 1.6-6 Β· other
- ubuntu questing: triangle-bin 1.6-6
- ubuntu resolute: triangle-bin 1.6-7 Β· other
- ubuntu stonking: triangle-bin 1.6-8 Β· other
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms