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Earcut

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The fastest and smallest polygon triangulation library.
A port of Mapbox's Earcut algorithm to F#.

https://github.com/mapbox/earcut

Status

Stable for .NET Standard 2.0 and JS via Fable.

v3.2.3 ported to F# on 2026-07-12

All tests of the original JS version pass, including the MVT regression suite over 119,680 real-world polygons. The port produces element-for-element identical output to the reference JS implementation.

All relevant code is in Earcut.fs.
It contains the ported code without any major changes to the original logic.
It has no dependencies.

Performance

The F# port has about the same performance as the original JS version when compiled back to JS with Fable.

Earcut is heavily optimized for its primary workload - triangulating polygons from Mapbox Vector Tiles. You can run the MVT benchmark (119,680 real-world polygons, 1.9M vertices) yourself with node Test/bench/bench-tiles.js (after dotnet fable), and the refinement benchmark with node Test/bench/bench-refine.js.

The algorithm

The library implements a modified ear slicing algorithm,
optimized by z-order curve and spatial hashing
and extended to handle holes, twisted polygons, degeneracies and self-intersections
in a way that doesn't guarantee correctness of triangulation,
but attempts to always produce acceptable results for practical data.

It's based on ideas from FIST: Fast Industrial-Strength Triangulation of Polygons by Martin Held
and Triangulation by Ear Clipping by David Eberly.

Why another triangulation library?

The aim of the original mapbox Earcut project is to create a triangulation library
that is fast enough for real-time triangulation in the browser,
sacrificing triangulation quality for raw speed and simplicity,
while being robust enough to handle most practical datasets without crashing or producing garbage,
with an option to refine the result to Delaunay quality at a small cost.

If you want to get correct triangulation even on very bad data with lots of self-intersections
and earcut is not precise enough, take a look at libtess.js.

Robustness

Earcut does not guarantee a correct triangulation on arbitrary input - it trades quality for speed, aiming to always produce an acceptable result on practical data without crashing or emitting garbage. The input is assumed to be a valid polygon: rings that don't self-cross or overlap, holes that stay inside the outer ring, and no duplicate or zero-length edges. On input that breaks these assumptions, the result can be noticeably wrong - overlapping triangles, gaps, or triangles outside the polygon. If correctness matters, clean your input first (see also the validate function below); for a guaranteed-correct triangulation even on bad data, see libtess.js (slower and larger).

The output is also not conforming - a vertex may land in the middle of another triangle's edge (a T-junction). This is harmless for rendering but can break navmesh or FEM use; if you need a conforming mesh, remove T-junctions in a post-process.

Usage

let triangles = Earcut.earcut([| 10.;0.; 0.;50.; 60.;60.; 70.;10.|], [||], 2) // returns [1;0;3; 1;3;2]

Parameters:

Returns:

A list of integers. They are indices into the point array (not the flattened vertices array).
Every 3 integers represent the corner vertices of a triangle.
To look up coordinates in the flattened vertices array, multiply the index by dimensions:

x = vertices[i * dimensions]
y = vertices[i * dimensions + 1]

Output triangles always have a consistent winding order regardless of the input polygon's winding - counter-clockwise in a y-up coordinate system (clockwise in y-down/screen space).
If you need the opposite orientation (e.g. for back-face culling or normals in 3D), reverse the result.

Convenience F# API: earcutTrianglesFromMembersxy and earcutTrianglesFromMembersXY

If your points are objects with x/y (or X/Y) properties, you can use the convenience functions earcutTrianglesFromMembersxy and earcutTrianglesFromMembersXY instead of manually flattening coordinates. They accept a ResizeArray of points and an optional list of holes (also as ResizeArrays of points), and return a flat float[] of triangle vertex coordinates [x0, y0, x1, y1, x2, y2, ...]. Every six consecutive values represent a triangle.

These functions use F# statically resolved type parameters, so any object with the matching members will work.

For example given these Polylines from Euclid:

let outerPoly: Polyline2D = ...
let hole1: Polyline2D = ...
let hole2: Polyline2D = ...


// For points with uppercase .X and .Y members:
let triangles = outerPoly.Points |> Earcut.earcutTrianglesFromMembersXY null

// With holes:
let holes = [|hole1.Points; hole2.Points|]
let triangles = outerPoly.Points |> Earcut.earcutTrianglesFromMembersXY holes

Examples

Simple polygon (no holes)

// A quadrilateral with 4 vertices, 2D coordinates
let vertices = [| 10.; 0.;  0.; 50.;  60.; 60.;  70.; 10. |]
let triangles = Earcut.earcut(vertices, [||], 2)
// returns [1; 0; 3;  1; 3; 2]
// Triangle 1: points 1, 0, 3
// Triangle 2: points 1, 3, 2

// Retrieve triangle vertex coordinates:
for t in 0 .. 3 .. triangles.Count - 1 do
    let i0 = triangles.[t]
    let i1 = triangles.[t + 1]
    let i2 = triangles.[t + 2]
    printfn "Triangle: (%g, %g) (%g, %g) (%g, %g)"
        vertices.[i0 * 2] vertices.[i0 * 2 + 1]
        vertices.[i1 * 2] vertices.[i1 * 2 + 1]
        vertices.[i2 * 2] vertices.[i2 * 2 + 1]

Polygon with a hole

// Outer square: points 0-3, hole square: points 4-7
let vertices = [|
    0.;0.;  100.;0.;  100.;100.;  0.;100.          // outer ring
    20.;20.;  80.;20.;  80.;80.;  20.;80.           // hole
|]
let triangles = Earcut.earcut(vertices, [|4|], 2)    // hole starts at point index 4
// returns [0;4;7; 5;4;0; 5;0;1; 5;1;2; 3;0;7; 3;7;6; 6;5;2; 6;2;3]

3D coordinates

// 4 vertices with x, y, z (z is ignored for triangulation)
let vertices = [| 10.;0.;1.;  0.;50.;2.;  60.;60.;3.;  70.;10.;4. |]
let triangles = Earcut.earcut(vertices, null, 3)
// returns [1; 0; 3;  1; 3; 2]

// Retrieve coordinates using dimensions = 3:
let i = triangles.[0]  // e.g. 1
let x = vertices.[i * 3]       // 0.
let y = vertices.[i * 3 + 1]   // 50.
let z = vertices.[i * 3 + 2]   // 2.

Multiple holes

// Outer polygon with two holes
// Outer: points 0-5, Hole1: points 6-9, Hole2: points 10-13
let triangles = Earcut.earcut(vertices, [|6; 10|], 2)
// holeIndices = [|6; 10|] means:
//   hole 1 starts at point 6  -> vertices.[6 * 2]
//   hole 2 starts at point 10 -> vertices.[10 * 2]

If you pass a single vertex as a hole, Earcut treats it as a Steiner point.

Note that Earcut is a 2D triangulation algorithm, and handles 3D data as if it was projected onto the XY plane (with Z component ignored).

If your input is a multi-dimensional array (e.g. GeoJSON Polygon),
you can convert it to the format expected by Earcut with Earcut.flatten:

let data = Earcut.flatten(geojson.geometry.coordinates)
let triangles = Earcut.earcut(data.vertices, data.holes, data.dimensions)

Delaunay refinement with refine

If triangle quality matters, you can run an optional refinement pass after triangulation:

let triangles = Earcut.earcut(vertices, holes, dimensions)
Earcut.refine(triangles, vertices, dimensions)

This mutates triangles in place, legalizing interior edges with Delaunay flips while preserving the polygon boundary and holes. It keeps the same number of triangles and the same index format, but usually removes many skinny triangles and reduces total triangle edge length.

Refinement is a post-process, so it doesn't affect the speed of normal earcut calls unless you explicitly call it. It assumes a valid manifold triangulation, such as the output of earcut, and doesn't repair invalid polygon input or make the mesh conforming.

Verification of triangulation correctness

After getting a triangulation, you can verify its correctness with Earcut.deviation:

let deviation = Earcut.deviation(vertices, holes, dimensions, triangles)

Returns the relative difference between the total area of triangles and the area of the input polygon.
0 means the triangulation is fully correct.

Input validation with validate

The original JS library does not validate its input. This F# port adds an optional validate function that raises a descriptive System.ArgumentException if the input is malformed (NaN/Infinity values, wrong array length, bad hole ordering, holes larger than the outer ring, etc.):

Earcut.validate(vertices, holes, dimensions)

Thread safety

Since v3.2.3, and mirroring the upstream JS implementation, this library keeps reusable scratch state at module level (for the hole-bridge spatial index, the z-order sort and refine buffers).
Calls into the Earcut module are therefore not thread-safe - do not triangulate concurrently from multiple threads.

Build for .NET Standard 2.0

dotnet build

Build to JS with Fable

If you don't have Fable installed yet run:

dotnet tool install fable

then build to JS with:

dotnet fable

Run Tests

build to JS with dotnet fable
run tests with node Test/test.js

Images of test cases

bad-diagonals:

bad-hole:

boxy:

building:

collinear-diagonal:

dude:

eberly-3:

eberly-6:

filtered-bridge-jhl:

hilbert:

hole-touching-outer:

hourglass:

issue111:

issue119:

issue131:

issue142:

issue149:

issue16:

issue17:

issue186:

issue29:

issue34:

issue35:

issue45:

issue52:

outside-ring:

rain:

self-touching:

shared-points:

simplified-us-border:

steiner:

touching-holes:

touching-holes2:

touching-holes3:

touching-holes4:

touching-holes5:

touching-holes6:

touching2:

touching3:

touching4:

water-huge2:

water:

water2:

water3:

water3b:

water4:

val triangles: obj
val outerPoly: 'a
val hole1: 'a
val hole2: 'a
val holes: obj array
val vertices: float array
val t: int
val i0: int
val i1: int
val i2: int
val printfn: format: Printf.TextWriterFormat<'T> -> 'T
val i: int
val x: float
val y: float
val z: float
val data: obj
val deviation: obj

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