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Updated docs, test, old types

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furio committed Aug 5, 2018
1 parent 609652e commit 9ea7093f8a66a8c97bdc04d676cacfccdba545ee
@@ -1,6 +1,6 @@
The TRIANGLE.jl package is licensed under the MIT "Expat" License:

> Copyright (c) 2017:
> Copyright (c) 2017-2018:
> * Francesco Furiani
>
> Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -3,6 +3,7 @@
[![Build Status](https://travis-ci.org/cvdlab/TRIANGLE.jl.svg?branch=master)](https://travis-ci.org/cvdlab/TRIANGLE.jl)
[![Coverage Status](https://coveralls.io/repos/github/cvdlab/TRIANGLE.jl/badge.svg)](https://coveralls.io/github/cvdlab/TRIANGLE.jl)
[![DOI](https://zenodo.org/badge/doi/10.1007/BFb0014497.svg)](http://dx.doi.org/10.1007/BFb0014497)
[![Read the Docs](https://img.shields.io/readthedocs/pip.svg)](https://cvdlab.github.io/TRIANGLE.jl/)

A Julia interface to Jonathan Richard Shewchuk [Triangle](https://www.cs.cmu.edu/~quake/triangle.html).

@@ -31,79 +32,4 @@ The build proces uses [VC++ for Python](https://www.microsoft.com/en-us/download

Include the module (`using TRIANGLE`).

You can use Julia `?TRIANGLE.methodname` for inline documentation, here a short summary:


`TRIANGLE.basic_triangulation_vertices(vertices::Array{Float64,2})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_

Returns:
* __Array{Array{Float64,2},1}__ an array of array of 3-vertices lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.basic_triangulation(vertices::Array{Float64,2}, vertices_map::Array{Int64,1})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices

Returns:
* __Array{Array{Int64,1},1}__ an array of array of 3-vertices marker lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.basic_triangulation_vertices(vertices::Array{Float64,2}, vertices_map::Array{Int64,1})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices

Returns:
* __Array{Array{Float64,2},1}__ an array of array of 3-vertices lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.constrained_triangulation(vertices::Array{Float64,2}, vertices_map::Array{Int64,1}, edges_list::Array{Int64,2})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices
* *edges_list* a list of edges in the form of _[ vertex-identifier-1 vertex-identifier-2; vertex-identifier-1 vertex-identifier-3; ... ; vertex-identifier-N vertex-identifier-M ]_ that will be retaied during the constrained Delaunay triangulation

Returns:
* __Array{Array{Int64,1},1}__ an array of array of 3-vertices marker lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.constrained_triangulation_vertices(vertices::Array{Float64,2}, vertices_map::Array{Int64,1}, edges_list::Array{Int64,2})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices
* *edges_list* a list of edges in the form of _[ vertex-identifier-1 vertex-identifier-2; vertex-identifier-1 vertex-identifier-3; ... ; vertex-identifier-N vertex-identifier-M ]_ that will be retaied during the constrained Delaunay triangulation

Returns:
* __Array{Array{Float64,2},1}__ an array of array of 3-vertices lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.constrained_triangulation(vertices::Array{Float64,2}, vertices_map::Array{Int64,1}, edges_list::Array{Int64,2}, edges_boundary::Array{Bool,1})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices
* *edges_list* a list of edges in the form of _[ vertex-identifier-1 vertex-identifier-2; vertex-identifier-1 vertex-identifier-3; ... ; vertex-identifier-N vertex-identifier-M ]_ that will be retaied during the constrained Delaunay triangulation
* *edges_boundary* a list of booleans that tells TRIANGLE if the edge is on the boundary or not (the indexing is the same of *edges_list*)

Returns:
* __Array{Array{Int64,1},1}__ an array of array of 3-vertices marker lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.constrained_triangulation_vertices(vertices::Array{Float64,2}, vertices_map::Array{Int64,1}, edges_list::Array{Int64,2}, edges_boundary::Array{Bool,1})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices
* *edges_list* a list of edges in the form of _[ vertex-identifier-1 vertex-identifier-2; vertex-identifier-1 vertex-identifier-3; ... ; vertex-identifier-N vertex-identifier-M ]_ that will be retaied during the constrained Delaunay triangulation
* *edges_boundary* a list of booleans that tells TRIANGLE if the edge is on the boundary or not (the indexing is the same of *edges_list*)

Returns:
* __Array{Array{Float64,2},1}__ an array of array of 3-vertices lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.constrained_triangulation(vertices::Array{Float64,2}, vertices_map::Array{Int64,1}, edges_list::Array{Int64,2}, edges_boundary::Array{Bool,1}, holes::Array{Float64,2})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices
* *edges_list* a list of edges in the form of _[ vertex-identifier-1 vertex-identifier-2; vertex-identifier-1 vertex-identifier-3; ... ; vertex-identifier-N vertex-identifier-M ]_ that will be retaied during the constrained Delaunay triangulation
* *edges_boundary* a list of booleans that tells TRIANGLE if the edge is on the boundary or not (the indexing is the same of *edges_list*)
* *holes* containing the list of your holes in the form of _[x1 y1; x2 y2; ... ; xn yn]_ they will be used as marker to remove pieces of the mesh

Returns:
* __Array{Array{Int64,1},1}__ an array of array of 3-vertices marker lists (a triangle). Each triangle is properly order in the whole mesh.

`TRIANGLE.constrained_triangulation_vertices(vertices::Array{Float64,2}, vertices_map::Array{Int64,1}, edges_list::Array{Int64,2}, edges_boundary::Array{Bool,1}, holes::Array{Float64,2})`
* *vertices* containing the list of your vertices in the form of _[x1 y1; x2 y2; ... ; xn yn]_
* *vertices_map* a list of custom integer identifier for the vertices
* *edges_list* a list of edges in the form of _[ vertex-identifier-1 vertex-identifier-2; vertex-identifier-1 vertex-identifier-3; ... ; vertex-identifier-N vertex-identifier-M ]_ that will be retaied during the constrained Delaunay triangulation
* *edges_boundary* a list of booleans that tells TRIANGLE if the edge is on the boundary or not (the indexing is the same of *edges_list*)
* *holes* containing the list of your holes in the form of _[x1 y1; x2 y2; ... ; xn yn]_ they will be used as marker to remove pieces of the mesh

Returns:
* __Array{Array{Float64,2},1}__ an array of array of 3-vertices lists (a triangle). Each triangle is properly order in the whole mesh.
You can use Julia `?TRIANGLE.methodname` for inline documentation. Documentation can be read on https://cvdlab.github.io/TRIANGLE.jl/ .
@@ -1,2 +1,2 @@
julia 0.5
BinDeps 0.4.7
julia 0.6
BinDeps 0.6.0
@@ -1,7 +1,8 @@
# TRIANGLE.jl Documentation

```@contents
```
A Julia interface to Jonathan Richard Shewchuk [Triangle](https://www.cs.cmu.edu/~quake/triangle.html).

The library builds the C version and then expose methods to calculate CDTs.

## Functions

@@ -1,4 +1,4 @@
type TriangulateInputMapper
mutable struct TriangulateInputMapper
originalVerticesMarkers::Vector{Cint}
remappedVerticesMarkers::Vector{Cint}
originalEdgesList::Vector{Cint}
@@ -43,7 +43,7 @@
/* eliminates Triangle's -r, -q, -a, -u, -D, -Y, -S, and -s switches. */
=#

type TriangulateOptions
mutable struct TriangulateOptions
pslg::Bool #p
regionattrib::Bool # A
convex::Bool # c
@@ -1,6 +1,6 @@
# REAL = double = Cdouble

type TriangulateIO
mutable struct TriangulateIO
pointlist::Ptr{Cdouble}
pointattributelist::Ptr{Cdouble}
pointmarkerlist::Ptr{Cint}

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