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How can select a specific triangle in my Delaunay mesh?


Create triangular mesh from random list of pointsHow can I find coordinates of centroid, orthocenter and center of out circle of the list of triangles?How to find the index of a facet of a boundary mesh region closest to a given point?How to change the style of mesh labels?Unexpected black lines on the edge of a RegionPlot3Dselect points outside the cells in a lattice?How to perform Loop subdivision on a triangle mesh with Mathematica?How to create a neighboring list for a given triangulation and find the triangle and construct the tile?Draw circles and compute <sum of circle areas>-<area of overlaps of the circles>How to get size of each polygon of a Voronoi diagram using Shoelace formula?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








5












$begingroup$


Here is the code I am working with. I create a list of random coordinates, then I create a triangular mesh with the code:



list = RandomInteger[1, 10, 10, 2]
mesh = DelaunayMesh[
list,
MeshCellLabel -> 0 -> "Index",
PlotTheme -> "Lines",
MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
Frame -> True
]


enter image description here



How can I select a specific triangle? For example, how can I select the triangle with vertices 10,7,2.










share|improve this question











$endgroup$


















    5












    $begingroup$


    Here is the code I am working with. I create a list of random coordinates, then I create a triangular mesh with the code:



    list = RandomInteger[1, 10, 10, 2]
    mesh = DelaunayMesh[
    list,
    MeshCellLabel -> 0 -> "Index",
    PlotTheme -> "Lines",
    MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
    Frame -> True
    ]


    enter image description here



    How can I select a specific triangle? For example, how can I select the triangle with vertices 10,7,2.










    share|improve this question











    $endgroup$














      5












      5








      5





      $begingroup$


      Here is the code I am working with. I create a list of random coordinates, then I create a triangular mesh with the code:



      list = RandomInteger[1, 10, 10, 2]
      mesh = DelaunayMesh[
      list,
      MeshCellLabel -> 0 -> "Index",
      PlotTheme -> "Lines",
      MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
      Frame -> True
      ]


      enter image description here



      How can I select a specific triangle? For example, how can I select the triangle with vertices 10,7,2.










      share|improve this question











      $endgroup$




      Here is the code I am working with. I create a list of random coordinates, then I create a triangular mesh with the code:



      list = RandomInteger[1, 10, 10, 2]
      mesh = DelaunayMesh[
      list,
      MeshCellLabel -> 0 -> "Index",
      PlotTheme -> "Lines",
      MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
      Frame -> True
      ]


      enter image description here



      How can I select a specific triangle? For example, how can I select the triangle with vertices 10,7,2.







      computational-geometry






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 8 hours ago









      C. E.

      52.8k3 gold badges102 silver badges210 bronze badges




      52.8k3 gold badges102 silver badges210 bronze badges










      asked 8 hours ago









      Las des NestorLas des Nestor

      695 bronze badges




      695 bronze badges




















          1 Answer
          1






          active

          oldest

          votes


















          6












          $begingroup$

          SeedRandom[1]
          list = RandomInteger[1, 10, 10, 2];
          mesh = DelaunayMesh[list, MeshCellLabel -> 0 -> "Index",
          PlotTheme -> "Lines",
          MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
          Frame -> True]


          You can create an association mapping face vertices to face indices using the property "FaceVertexConnectivityRules":



          vertexToFace = Association[Reverse /@ mesh["FaceVertexConnectivityRules"]]



          <|3, 8, 5 -> 1, 8, 3, 7 -> 2, 2, 5, 10 -> 3, 1, 5, 8 ->
          4, 10, 5, 1 -> 5, 8, 9, 1 -> 6, 9, 7, 4 -> 7, 7, 9, 8 ->
          8, 10, 4, 6 -> 9, 4, 10, 9 -> 10, 10, 6, 2 ->
          11, 9, 10, 1 -> 12|>




          HighlightMesh[mesh, Style[2, vertexToFace[3, 8, 5], Red]]


          enter image description here






          share|improve this answer









          $endgroup$












          • $begingroup$
            How did you know about the faces vertex coordinates rules? I couldn't find it in the documentation.
            $endgroup$
            – Las des Nestor
            8 hours ago










          • $begingroup$
            @LasdesNestor Yes, these things are mostly undocumented. This is why Mathematica.StackExchange is so valuable: People try a lot of spelunking and also a few of the developers are around here.
            $endgroup$
            – Henrik Schumacher
            8 hours ago











          • $begingroup$
            @LasdesNestor, try mesh["Properties"] to see a long list of properties. Since they are not documented it is by trial and luck that you discover quiet a few useful properties.
            $endgroup$
            – kglr
            8 hours ago










          • $begingroup$
            Is there a way to extract that particular triangle, so I can compare them with the other ones? Let say that I select a triangle and I want to check if the triangle is part of the original plot.
            $endgroup$
            – Las des Nestor
            6 hours ago







          • 1




            $begingroup$
            @LasdesNestor, the triangle (polygon) can be obtained using MeshPrimitives[mesh, 2,1] or using MeshPrimitives[mesh, 2,vertexToFace[3,8,5]].
            $endgroup$
            – kglr
            6 hours ago













          Your Answer








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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          6












          $begingroup$

          SeedRandom[1]
          list = RandomInteger[1, 10, 10, 2];
          mesh = DelaunayMesh[list, MeshCellLabel -> 0 -> "Index",
          PlotTheme -> "Lines",
          MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
          Frame -> True]


          You can create an association mapping face vertices to face indices using the property "FaceVertexConnectivityRules":



          vertexToFace = Association[Reverse /@ mesh["FaceVertexConnectivityRules"]]



          <|3, 8, 5 -> 1, 8, 3, 7 -> 2, 2, 5, 10 -> 3, 1, 5, 8 ->
          4, 10, 5, 1 -> 5, 8, 9, 1 -> 6, 9, 7, 4 -> 7, 7, 9, 8 ->
          8, 10, 4, 6 -> 9, 4, 10, 9 -> 10, 10, 6, 2 ->
          11, 9, 10, 1 -> 12|>




          HighlightMesh[mesh, Style[2, vertexToFace[3, 8, 5], Red]]


          enter image description here






          share|improve this answer









          $endgroup$












          • $begingroup$
            How did you know about the faces vertex coordinates rules? I couldn't find it in the documentation.
            $endgroup$
            – Las des Nestor
            8 hours ago










          • $begingroup$
            @LasdesNestor Yes, these things are mostly undocumented. This is why Mathematica.StackExchange is so valuable: People try a lot of spelunking and also a few of the developers are around here.
            $endgroup$
            – Henrik Schumacher
            8 hours ago











          • $begingroup$
            @LasdesNestor, try mesh["Properties"] to see a long list of properties. Since they are not documented it is by trial and luck that you discover quiet a few useful properties.
            $endgroup$
            – kglr
            8 hours ago










          • $begingroup$
            Is there a way to extract that particular triangle, so I can compare them with the other ones? Let say that I select a triangle and I want to check if the triangle is part of the original plot.
            $endgroup$
            – Las des Nestor
            6 hours ago







          • 1




            $begingroup$
            @LasdesNestor, the triangle (polygon) can be obtained using MeshPrimitives[mesh, 2,1] or using MeshPrimitives[mesh, 2,vertexToFace[3,8,5]].
            $endgroup$
            – kglr
            6 hours ago















          6












          $begingroup$

          SeedRandom[1]
          list = RandomInteger[1, 10, 10, 2];
          mesh = DelaunayMesh[list, MeshCellLabel -> 0 -> "Index",
          PlotTheme -> "Lines",
          MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
          Frame -> True]


          You can create an association mapping face vertices to face indices using the property "FaceVertexConnectivityRules":



          vertexToFace = Association[Reverse /@ mesh["FaceVertexConnectivityRules"]]



          <|3, 8, 5 -> 1, 8, 3, 7 -> 2, 2, 5, 10 -> 3, 1, 5, 8 ->
          4, 10, 5, 1 -> 5, 8, 9, 1 -> 6, 9, 7, 4 -> 7, 7, 9, 8 ->
          8, 10, 4, 6 -> 9, 4, 10, 9 -> 10, 10, 6, 2 ->
          11, 9, 10, 1 -> 12|>




          HighlightMesh[mesh, Style[2, vertexToFace[3, 8, 5], Red]]


          enter image description here






          share|improve this answer









          $endgroup$












          • $begingroup$
            How did you know about the faces vertex coordinates rules? I couldn't find it in the documentation.
            $endgroup$
            – Las des Nestor
            8 hours ago










          • $begingroup$
            @LasdesNestor Yes, these things are mostly undocumented. This is why Mathematica.StackExchange is so valuable: People try a lot of spelunking and also a few of the developers are around here.
            $endgroup$
            – Henrik Schumacher
            8 hours ago











          • $begingroup$
            @LasdesNestor, try mesh["Properties"] to see a long list of properties. Since they are not documented it is by trial and luck that you discover quiet a few useful properties.
            $endgroup$
            – kglr
            8 hours ago










          • $begingroup$
            Is there a way to extract that particular triangle, so I can compare them with the other ones? Let say that I select a triangle and I want to check if the triangle is part of the original plot.
            $endgroup$
            – Las des Nestor
            6 hours ago







          • 1




            $begingroup$
            @LasdesNestor, the triangle (polygon) can be obtained using MeshPrimitives[mesh, 2,1] or using MeshPrimitives[mesh, 2,vertexToFace[3,8,5]].
            $endgroup$
            – kglr
            6 hours ago













          6












          6








          6





          $begingroup$

          SeedRandom[1]
          list = RandomInteger[1, 10, 10, 2];
          mesh = DelaunayMesh[list, MeshCellLabel -> 0 -> "Index",
          PlotTheme -> "Lines",
          MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
          Frame -> True]


          You can create an association mapping face vertices to face indices using the property "FaceVertexConnectivityRules":



          vertexToFace = Association[Reverse /@ mesh["FaceVertexConnectivityRules"]]



          <|3, 8, 5 -> 1, 8, 3, 7 -> 2, 2, 5, 10 -> 3, 1, 5, 8 ->
          4, 10, 5, 1 -> 5, 8, 9, 1 -> 6, 9, 7, 4 -> 7, 7, 9, 8 ->
          8, 10, 4, 6 -> 9, 4, 10, 9 -> 10, 10, 6, 2 ->
          11, 9, 10, 1 -> 12|>




          HighlightMesh[mesh, Style[2, vertexToFace[3, 8, 5], Red]]


          enter image description here






          share|improve this answer









          $endgroup$



          SeedRandom[1]
          list = RandomInteger[1, 10, 10, 2];
          mesh = DelaunayMesh[list, MeshCellLabel -> 0 -> "Index",
          PlotTheme -> "Lines",
          MeshCellHighlight -> 1, All -> Green, 0, All -> Black,
          Frame -> True]


          You can create an association mapping face vertices to face indices using the property "FaceVertexConnectivityRules":



          vertexToFace = Association[Reverse /@ mesh["FaceVertexConnectivityRules"]]



          <|3, 8, 5 -> 1, 8, 3, 7 -> 2, 2, 5, 10 -> 3, 1, 5, 8 ->
          4, 10, 5, 1 -> 5, 8, 9, 1 -> 6, 9, 7, 4 -> 7, 7, 9, 8 ->
          8, 10, 4, 6 -> 9, 4, 10, 9 -> 10, 10, 6, 2 ->
          11, 9, 10, 1 -> 12|>




          HighlightMesh[mesh, Style[2, vertexToFace[3, 8, 5], Red]]


          enter image description here







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 8 hours ago









          kglrkglr

          202k10 gold badges231 silver badges462 bronze badges




          202k10 gold badges231 silver badges462 bronze badges











          • $begingroup$
            How did you know about the faces vertex coordinates rules? I couldn't find it in the documentation.
            $endgroup$
            – Las des Nestor
            8 hours ago










          • $begingroup$
            @LasdesNestor Yes, these things are mostly undocumented. This is why Mathematica.StackExchange is so valuable: People try a lot of spelunking and also a few of the developers are around here.
            $endgroup$
            – Henrik Schumacher
            8 hours ago











          • $begingroup$
            @LasdesNestor, try mesh["Properties"] to see a long list of properties. Since they are not documented it is by trial and luck that you discover quiet a few useful properties.
            $endgroup$
            – kglr
            8 hours ago










          • $begingroup$
            Is there a way to extract that particular triangle, so I can compare them with the other ones? Let say that I select a triangle and I want to check if the triangle is part of the original plot.
            $endgroup$
            – Las des Nestor
            6 hours ago







          • 1




            $begingroup$
            @LasdesNestor, the triangle (polygon) can be obtained using MeshPrimitives[mesh, 2,1] or using MeshPrimitives[mesh, 2,vertexToFace[3,8,5]].
            $endgroup$
            – kglr
            6 hours ago
















          • $begingroup$
            How did you know about the faces vertex coordinates rules? I couldn't find it in the documentation.
            $endgroup$
            – Las des Nestor
            8 hours ago










          • $begingroup$
            @LasdesNestor Yes, these things are mostly undocumented. This is why Mathematica.StackExchange is so valuable: People try a lot of spelunking and also a few of the developers are around here.
            $endgroup$
            – Henrik Schumacher
            8 hours ago











          • $begingroup$
            @LasdesNestor, try mesh["Properties"] to see a long list of properties. Since they are not documented it is by trial and luck that you discover quiet a few useful properties.
            $endgroup$
            – kglr
            8 hours ago










          • $begingroup$
            Is there a way to extract that particular triangle, so I can compare them with the other ones? Let say that I select a triangle and I want to check if the triangle is part of the original plot.
            $endgroup$
            – Las des Nestor
            6 hours ago







          • 1




            $begingroup$
            @LasdesNestor, the triangle (polygon) can be obtained using MeshPrimitives[mesh, 2,1] or using MeshPrimitives[mesh, 2,vertexToFace[3,8,5]].
            $endgroup$
            – kglr
            6 hours ago















          $begingroup$
          How did you know about the faces vertex coordinates rules? I couldn't find it in the documentation.
          $endgroup$
          – Las des Nestor
          8 hours ago




          $begingroup$
          How did you know about the faces vertex coordinates rules? I couldn't find it in the documentation.
          $endgroup$
          – Las des Nestor
          8 hours ago












          $begingroup$
          @LasdesNestor Yes, these things are mostly undocumented. This is why Mathematica.StackExchange is so valuable: People try a lot of spelunking and also a few of the developers are around here.
          $endgroup$
          – Henrik Schumacher
          8 hours ago





          $begingroup$
          @LasdesNestor Yes, these things are mostly undocumented. This is why Mathematica.StackExchange is so valuable: People try a lot of spelunking and also a few of the developers are around here.
          $endgroup$
          – Henrik Schumacher
          8 hours ago













          $begingroup$
          @LasdesNestor, try mesh["Properties"] to see a long list of properties. Since they are not documented it is by trial and luck that you discover quiet a few useful properties.
          $endgroup$
          – kglr
          8 hours ago




          $begingroup$
          @LasdesNestor, try mesh["Properties"] to see a long list of properties. Since they are not documented it is by trial and luck that you discover quiet a few useful properties.
          $endgroup$
          – kglr
          8 hours ago












          $begingroup$
          Is there a way to extract that particular triangle, so I can compare them with the other ones? Let say that I select a triangle and I want to check if the triangle is part of the original plot.
          $endgroup$
          – Las des Nestor
          6 hours ago





          $begingroup$
          Is there a way to extract that particular triangle, so I can compare them with the other ones? Let say that I select a triangle and I want to check if the triangle is part of the original plot.
          $endgroup$
          – Las des Nestor
          6 hours ago





          1




          1




          $begingroup$
          @LasdesNestor, the triangle (polygon) can be obtained using MeshPrimitives[mesh, 2,1] or using MeshPrimitives[mesh, 2,vertexToFace[3,8,5]].
          $endgroup$
          – kglr
          6 hours ago




          $begingroup$
          @LasdesNestor, the triangle (polygon) can be obtained using MeshPrimitives[mesh, 2,1] or using MeshPrimitives[mesh, 2,vertexToFace[3,8,5]].
          $endgroup$
          – kglr
          6 hours ago

















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