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Mesh Topology

If you create a mesh with Triangle.NET, the Triangles property allows you to access mesh topology. The property returns a collection of ITriangle. The interface provides the following properties and methods:

Name Type Description
P0, P1, P2 int Gets the triangle's vertex ids.
N0, N1, N2 int Gets the triangle's neighbor ids.
GetVertex(int) Vertex Gets the vertex at given index (where index may be 0, 1 or 2).
GetNeighbor(int) ITriangle Gets the neighbor at given index (where index may be 0, 1 or 2).
GetSegment(int) Segment Gets the segment at given index (where index may be 0, 1 or 2).

Triangle vertices are listed in counterclockwise order. While GetVertex will always return a proper Vertex object, a neighbor might not exist if the triangle lies on the boundary of a domain. In that case, the GetNeighbor method will return null. The same holds for the GetSegment method, which will return null, if the specified edge is not constrained or not on the boundary.

The segment returned by GetSegment(i) (if not null) is the edge opposite of vertex i.


From the above graphic you can see, that
  • N0 is the neighbor opposite to P0 (across the edge P1-P2)
  • N1 is the neighbor opposite to P1 (across the edge P2-P0)
  • N2 is the neighbor opposite to P2 (across the edge P0-P1)

To see some code which uses the topology information of the ITriangle interface, have a look at the Quadratic Elements example.

Internally, Triangle.NET uses the same structures as the original Triangle code, i.e. the Otri struct (oriented triangle). To get a better understanding of how the Otri primitives work, open the Mesh Explorer, go to Tools menu and select Topology Explorer.

Last edited Apr 2, 2014 at 5:22 PM by wo80, version 16


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