triangulation_corner_test, a C++ code which calls triangulation_corner(), which corrects situations in which a triangulation includes corner triangles, that is, triangles which have two sides on boundary.
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triangulation_corner, a C++ code which patches triangulations so that no triangle has two sides on the boundary.
P03 is the square with a hole. The initial mesh has 1 corner triangle.
P05 is the horn. The initial mesh has 4 corner triangles.
P08 is the holey pie slice. The initial mesh has 2 corner triangles.
P09 is Jeff Borggaard's square with two hexagonal holes. The initial mesh has 3 corner triangles.
P10 is the unit square. The initial mesh has 4 corner triangles.
P11 is the L-shaped region. The initial mesh has 4 corner triangles.
Q11 is the L-shaped region, but with quadratric (6 node) triangles. The initial mesh has 4 corner triangles. Because we are using quadratic triangles, when we merge two triangles and swap the diagonal, the midside node on the common diagonal will no longer lie on a line, midway between the two vertices. TRIANGULATION_CORNER assumes this is undesirable, and recomputes the coordinates of such midside nodes, and outputs a modified node coordinate file as well as the new triangle file.
P12 is the John Shadid's H-shaped region. The initial mesh has 7 corner triangles.
P13 is the Sandia fork. The initial mesh has 6 corner triangles.
P14 is Marcus Garvie's Lake Alpha, with Beta Island. The initial mesh has 5 corner triangles. (Must be small!)
P15 is Sangbum Kim's forward step region. The initial mesh has 6 corner triangles.
P16 is Kevin Pond's elbow, a quarter of a circular annulus. The initial mesh has 1 corner triangle.
P17 is the rectangular channel with a Reuleaux triangle obstacle. The initial mesh has 4 corner triangles.