ZeroSkeleton processing package.
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#include <ZeroSkeleton.h>
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| ZeroSkeleton () |
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| ~ZeroSkeleton () |
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int | buildVertexEdges (const int &vertexNumber, const vector< pair< int, int > > &edgeList, vector< vector< int > > &vertexEdges) const |
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int | buildVertexLink (const int &vertexId, const int &cellNumber, const long long int *cellArray, vector< long long int > &vertexLink) const |
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int | buildVertexLinks (const int &vertexNumber, const int &cellNumber, const long long int *cellArray, vector< vector< long long int > > &vertexLinks, vector< vector< int > > *vertexStars=NULL) const |
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int | buildVertexNeighbors (const int &vertexNumber, const int &cellNumber, const long long int *cellArray, vector< vector< int > > &vertexNeighbors, vector< pair< int, int > > *edgeList=NULL) const |
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int | buildVertexStars (const int &vertexNumber, const int &cellNumber, const long long int *cellArray, vector< vector< int > > &vertexStars) const |
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| Debug () |
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virtual | ~Debug () |
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virtual const int | dMsg (ostream &stream, string msg, const int &debugLevel=infoMsg) const |
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const int | err (const string msg, const int &debugLevel=infoMsg) const |
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const int | msg (const char *msg, const int &debugLevel=infoMsg) const |
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virtual const int | setDebugLevel (const int &debugLevel) |
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int | setThreadNumber (const int threadNumber) |
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int | setWrapper (const Wrapper *wrapper) |
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ZeroSkeleton processing package.
- Author
- Julien Tierny julie.nosp@m.n.ti.nosp@m.erny@.nosp@m.lip6.nosp@m..fr
- Date
- June 2015.
ZeroSkeleton is a processing package that handles the 0-skeleton (vertices) of a triangulation.
- See also
- Triangulation
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vtkTriangulation
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vtkZeroSkeleton
ZeroSkeleton::ZeroSkeleton |
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ZeroSkeleton::~ZeroSkeleton |
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int ZeroSkeleton::buildVertexEdges |
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const int & |
vertexNumber, |
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const vector< pair< int, int > > & |
edgeList, |
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vector< vector< int > > & |
vertexEdges |
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Compute the list of edges connected to each vertex of a triangulation.
- Parameters
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vertexNumber | Number of vertices in the triangulation. |
edgeList | List of edges. Each entry is represented by the ordered pair of identifiers of the entry's edge's vertices. |
vertexEdges | Output vertex links. The size of this vector will be equal to the number of vertices in the mesh. Each entry will be a vector listing the identifiers of the edges connected to the entry's vertex. |
- Returns
- Returns 0 upon success, negative values otherwise.
int ZeroSkeleton::buildVertexLink |
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const int & |
vertexId, |
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const int & |
cellNumber, |
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const long long int * |
cellArray, |
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vector< long long int > & |
vertexLink |
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Compute the link of a single vertex of a triangulation (unspecified behavior if the input mesh is not a valid triangulation).
- Parameters
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vertexId | Input vertex. |
cellNumber | Number of maximum-dimensional cells in the triangulation (number of tetrahedra in 3D, triangles in 2D, etc.) |
cellArray | Pointer to a contiguous array of cells. Each entry starts by the number of vertices in the cell, followed by the vertex identifiers of the cell. |
vertexLink | Output vertex link. This vector contains, for each simplex of the link, the number of vertices in the simplex (triangles: 3, edges: 2) followed by the corresponding vertex identifiers. |
- Returns
- Returns 0 upon success, negative values otherwise.
int ZeroSkeleton::buildVertexLinks |
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const int & |
vertexNumber, |
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const int & |
cellNumber, |
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const long long int * |
cellArray, |
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vector< vector< long long int > > & |
vertexLinks, |
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vector< vector< int > > * |
vertexStars = NULL |
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) |
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Compute the link of each vertex of a triangulation (unspecified behavior if the input mesh is not a valid triangulation).
- Parameters
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vertexNumber | Number of vertices in the triangulation. |
cellNumber | Number of maximum-dimensional cells in the triangulation (number of tetrahedra in 3D, triangles in 2D, etc.) |
cellArray | Pointer to a contiguous array of cells. Each entry starts by the number of vertices in the cell, followed by the vertex identifiers of the cell. |
vertexLinks | Output vertex links. The size of this vector will be equal to the number of vertices in the mesh. Each entry will be a vector listing the simplices of the link of the entry's vertex. In particular, this vector contains, for each simplex, the number of vertices in the simplex (triangles: 3, edges: 2) followed by the corresponding vertex identifiers. |
vertexStars | Optional list of vertex stars (list of 3-dimensional cells connected to each vertex). If NULL, the function will compute this list anyway and free the related memory upon return. If not NULL but pointing to an empty vector, the function will fill this empty vector (useful if this list needs to be used later on by the calling program). If not NULL but pointing to a non-empty vector, this function will use this vector as internal vertex star list. If this vector is not empty but incorrect, the behavior is unspecified. |
- Returns
- Returns 0 upon success, negative values otherwise.
int ZeroSkeleton::buildVertexNeighbors |
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const int & |
vertexNumber, |
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const int & |
cellNumber, |
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const long long int * |
cellArray, |
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vector< vector< int > > & |
vertexNeighbors, |
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vector< pair< int, int > > * |
edgeList = NULL |
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Compute the list of neighbors of each vertex of a triangulation. Unspecified behavior if the input mesh is not a valid triangulation).
- Parameters
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vertexNumber | Number of vertices in the triangulation. |
cellNumber | Number of maximum-dimensional cells in the triangulation (number of tetrahedra in 3D, triangles in 2D, etc.) |
cellArray | Pointer to a contiguous array of cells. Each entry starts by the number of vertices in the cell, followed by the vertex identifiers of the cell. |
vertexNeighbors | Output neighbor list. The size of this vector will be equal to the number of vertices in the mesh. Each entry will be vector listing the vertex identifiers of the entry's vertex' neighbors. |
edgeList | Optional list of edges. If NULL, the function will compute this list anyway and free the related memory upon return. If not NULL but pointing to an empty vector, the function will fill this empty vector (useful if this list needs to be used later on by the calling program). If not NULL but pointing to a non-empty vector, this function will use this vector as internal edge list. If this vector is not empty but incorrect, the behavior is unspecified. |
- Returns
- Returns 0 upon success, negative values otherwise.
int ZeroSkeleton::buildVertexStars |
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const int & |
vertexNumber, |
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const int & |
cellNumber, |
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const long long int * |
cellArray, |
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vector< vector< int > > & |
vertexStars |
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Compute the star of each vertex of a triangulation. Unspecified behavior if the input mesh is not a valid triangulation.
- Parameters
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vertexNumber | Number of vertices in the triangulation. |
cellNumber | Number of maximum-dimensional cells in the triangulation (number of tetrahedra in 3D, triangles in 2D, etc.) |
cellArray | Pointer to a contiguous array of cells. Each entry starts by the number of vertices in the cell, followed by the vertex identifiers of the cell. |
vertexStars | Output vertex stars. The size of this vector will be equal to the number of vertices in the mesh. Each entry will be a vector listing the identifiers of the maximum-dimensional cells (3D: tetrahedra, 2D: triangles, etc.) connected to the entry's vertex. |
- Returns
- Returns 0 upon success, negative values otherwise.
The documentation for this class was generated from the following files: