package mesh

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type 'a vector = 'a Mesh.vec
val bounding_box : mesh -> float * float * float * float
type surf = {
  1. hx : float;
  2. hy : float;
  3. xbd : int;
  4. ybd : int;
  5. xmin : float;
  6. ymin : float;
}
val make_surf : mesh -> int -> int -> surf
val draw : ?width:int -> ?height:int -> ?color:Graphics.color -> ?points:bool -> ?point_idx:(int -> 'a) -> ?triangle_idx:(int -> 'b) -> ?voronoi:'c -> ?segments:bool -> ?point_marker_color:Graphics.color -> mesh -> unit
type point = {
  1. x : float;
  2. y : float;
}
val point : surf -> 'a -> point -> unit
val line : surf -> Graphics.color -> point -> point -> unit
val triangle : surf -> Graphics.color -> point -> point -> point -> unit
val array_of_points : surf -> point list -> (int * int) array
val fill_array_of_points : surf -> (int * int) array -> int -> point list -> unit
val fill_triangle : surf -> Graphics.color -> point -> point -> point -> unit
val fill_quadrilateral : surf -> Graphics.color -> point -> point -> point -> point -> unit
module M : sig ... end
module Edge : sig ... end
val default_level_eq : float -> float -> bool
val mid : point -> point -> point
val intercept : point -> float -> point -> float -> float -> point
val draw_levels : boundary:(int -> Graphics.color option) -> mesh -> vec -> ?level_eq:(float -> float -> bool) -> (float * Graphics.color) list -> surf -> unit
type polygon_fill =
  1. | Tri123
  2. | Tri231
  3. | Tri312
  4. | Quad123
  5. | Quad231
  6. | Quad312
  7. | Whole
  8. | Empty
val super : polygon_fill array
val sub : polygon_fill array
val draw_xxx_level : polygon_fill array -> string -> ?boundary:(int -> Graphics.color option) -> mesh -> vec -> float -> Graphics.color -> surf -> unit
val draw_super_level : ?boundary:(int -> Graphics.color option) -> mesh -> vec -> float -> Graphics.color -> surf -> unit
val draw_sub_level : ?boundary:(int -> Graphics.color option) -> mesh -> vec -> float -> Graphics.color -> surf -> unit
val level_curves : width:int -> height:int -> ?boundary:(int -> Graphics.color option) -> mesh -> vec -> ?level_eq:(float -> float -> bool) -> (float * Graphics.color) list -> unit
val super_level : width:int -> height:int -> ?boundary:(int -> Graphics.color option) -> mesh -> vec -> float -> Graphics.color -> unit
val sub_level : width:int -> height:int -> ?boundary:(int -> Graphics.color option) -> mesh -> vec -> float -> Graphics.color -> unit
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