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C++ Vertex_iterator::vertex_begin方法代码示例

本文整理汇总了C++中Vertex_iterator::vertex_begin方法的典型用法代码示例。如果您正苦于以下问题:C++ Vertex_iterator::vertex_begin方法的具体用法?C++ Vertex_iterator::vertex_begin怎么用?C++ Vertex_iterator::vertex_begin使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Vertex_iterator的用法示例。


在下文中一共展示了Vertex_iterator::vertex_begin方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: vertex_node

  void vertex_node(Vertex_iterator vitr, Point& pt) {
    double R[] = {0.0, 0.0, 0.0};
    Point& S = vitr->point();

    Halfedge_around_vertex_circulator vcir = vitr->vertex_begin();
    std::size_t n = circulator_size(vcir);
    for (std::size_t i = 0; i < n; i++, ++vcir) {
      Point& p = vcir->opposite()->vertex()->point();
      R[0] += p[0]; 	R[1] += p[1]; 	R[2] += p[2];
    }
    if (n == 6) {
      pt = Point((10*S[0]+R[0])/16, (10*S[1]+R[1])/16, (10*S[2]+R[2])/16);
    } else if (n == 3) {
      double B = (5.0/8.0 - std::sqrt(3+2*std::cos(6.283/n))/64.0)/n;
      double A = 1-n*B;
      pt = Point((A*S[0]+B*R[0]), (A*S[1]+B*R[1]), (A*S[2]+B*R[2]));
    } else {
      double B = 3.0/8.0/n;
      double A = 1-n*B;
      pt = Point((A*S[0]+B*R[0]), (A*S[1]+B*R[1]), (A*S[2]+B*R[2]));
    }
  }
开发者ID:Asuzer,项目名称:cgal,代码行数:22,代码来源:Customized_subdivision.cpp

示例2: while

	void MSDM2_Component::ProcessMSDM2_per_vertex( Vertex_iterator pVertex,double radius,std::vector<double> & TabDistance1,std::vector<double>& TabDistance2,std::vector<Point3d> &TabPoint1,std::vector<Point3d> &TabPoint2)
	{

		std::set<int> vertices ;

        std::stack<Vertex_iterator> S ;

		Point3d O = pVertex->point() ;

        S.push(pVertex) ;	
        vertices.insert(pVertex->tag()) ;
		
	
		TabDistance1.push_back(pVertex->KmaxCurv);
		TabPoint1.push_back(pVertex->point());

		TabDistance2.push_back(pVertex->curvmatch);
		TabPoint2.push_back(pVertex->match);

		int NbSommetInSphere=0;
                //double SommeDistance=0; // MT
	

        while(!S.empty())
		{
			Vertex_iterator v = S.top() ;
            S.pop() ;
            Point3d P = v->point() ;
            Halfedge_around_vertex_circulator h = v->vertex_begin();
			Halfedge_around_vertex_circulator pHalfedgeStart = h;
			CGAL_For_all(h,pHalfedgeStart)
			{
                Point3d p1 = h->vertex()->point();
				Point3d p2 = h->opposite()->vertex()->point();

				Point3d p1m = h->vertex()->match;
				Point3d p2m = h->opposite()->vertex()->match;

				Vector V = (p2-p1);
				Vector Vm = (p2m-p1m);

                if(v==pVertex || V * (P - O) > 0.0) 
				{
					double len_old = std::sqrt(V*V);
					bool isect = sphere_clip_vector_MSDM2(O, radius, P, V) ;
					double len_edge = std::sqrt(V*V);

					NbSommetInSphere++;
					
					
					double WeightedCurv1,WeightedCurv2;
					Point3d WeightedP1,WeightedP2;

					bool IsAlreadyIntegrated=false;
					if(!isect) 
					{
						
						Vertex_iterator w=h->opposite()->vertex();
                       if(vertices.find(w->tag()) == vertices.end())
						{
                            vertices.insert(w->tag()) ;
                            S.push(w) ;
                        }
					   else
						   IsAlreadyIntegrated=true;
                    }

					if (IsAlreadyIntegrated==false)
					{
						if(len_old!=0)
						{
							if(isect)
							{
								WeightedCurv1=(1-len_edge/len_old)*h->vertex()->KmaxCurv+len_edge/len_old*h->opposite()->vertex()->KmaxCurv;
								WeightedP1=p1+V;

								WeightedCurv2=(1-len_edge/len_old)*h->vertex()->curvmatch+len_edge/len_old*h->opposite()->vertex()->curvmatch;
								WeightedP2=p1m+(len_edge/len_old)*Vm;
							}
							else
							{
								WeightedCurv1=h->opposite()->vertex()->KmaxCurv;
								WeightedCurv2=h->opposite()->vertex()->curvmatch;
								WeightedP1=p2;
								WeightedP2=p2m;
							}
						}
						else
						{
							WeightedCurv1=h->opposite()->vertex()->KmaxCurv;
							WeightedCurv2=h->opposite()->vertex()->curvmatch;
							WeightedP1=p2;
							WeightedP2=p2m;
						}

						TabDistance1.push_back(WeightedCurv1);
						TabPoint1.push_back(WeightedP1);

						TabDistance2.push_back(WeightedCurv2);
						TabPoint2.push_back(WeightedP2);
//.........这里部分代码省略.........
开发者ID:MEPP-team,项目名称:MEPP,代码行数:101,代码来源:MSDM2_Component.cpp

示例3: RunColorStep

//////////////////////////////////////////////////////////////////////////////////////////////////////
// run a step
float Remesh::RunColorStep() {
	cur_iter++;
	cerr << "ITERATION ( " << cur_iter << ") " << endl;
	// COMPUTE THE MESH DISPLACEMENT

	for (Vertex_iterator vi = data->mesh.p.vertices_begin(); vi!=data->mesh.p.vertices_end(); vi++) {
		vi->delta = Kernel::Vector_3(0,0,0);
		vi->delta_tmp = Kernel::Vector_3(0,0,0);
	}

	
	// from current to the closest destination point
	for (Vertex_iterator vi = data->mesh.p.vertices_begin(); vi!=data->mesh.p.vertices_end(); vi++) {

#if MOVE_THE_MESH
		Kernel::Point_3 closest_point = dst_mesh.closestColorPoint(vi->point(), (float *)(vi->color));	
		//Kernel::Point_3 closest_point = dst_mesh.closestPoint(vi->point());	
#else 
		Kernel::Point_3 tmp_point = vi->point() + vi->motion_vec;
		Kernel::Point_3 closest_point = dst_mesh.closestColorPoint(tmp_point,  (float *)(vi->color));	
#endif
		//cerr << "closest_point (" << closest_point << ") has ID " << dst_mesh.vertex_mapping[closest_point]->id << endl;	
		//Kernel::Vector_3 closest_normal = dst_mesh.vertex_mapping[closest_point]->normal();
		//Kernel::Vector_3 closest_normal = dst_mesh.vertexMapping(closest_point)->normal();

/*		
		vi->delta = closest_point - vi->point();
					
		bool is_outside = v_norm((closest_point + closest_normal*v_norm(vi->delta)) - vi->point()) < v_norm(vi->delta);
//		bool is_outside = v_norm(v_normalized(closest_normal) + v_normalized(vi->delta)) < 1.4142;
//		bool is_outside = v_angle(closest_normal, vi->delta) > PI/2;		
		double dist_sign = (is_outside?1:-1);
		vi->delta = vi->normal()*v_norm(vi->delta)*(-1)*dist_sign;
*/
		
		vi->delta = closest_point- (vi->point() + vi->motion_vec); 
 
		//vi->delta = vi->normal()* (closest_normal*(closest_point-vi->point())); 

//		vi->delta == v_normalized(data->mesh.computeVectorComponent(vi->normal(),vi->delta,1))*v_norm(vi->delta);
//		vi->delta = v_normalized(vi->delta)*data->mesh.computeVertexStatistics(*vi,1)*0.05;
		//		vi->delta = vi->normal(); //*alg_dt
	}

	// NORMALIZE the movements
	float total_movement = 0;
	int total_elements = 0;
	double max_delta = data->mesh.edge_avg*alg_dt;
	for (Vertex_iterator vi = data->mesh.p.vertices_begin(); vi!=data->mesh.p.vertices_end(); vi++) {	
		//vi->delta = v_normalized(vi->delta)*data->mesh.computeVertexStatistics(*vi,1)*0.1;
//		double max_delta = data->mesh.computeVertexStatistics(*vi,1)*alg_dt;
//		double min_delta = data->mesh.edge_avg/5;

		
//		vi->delta = vi->delta;
//		vi->delta = vi->delta + v_normalized(vi->delta)*(RAND_MAX/2-std::rand())*1.0/RAND_MAX*data->mesh.edge_avg/2*alg_smoothing;
//		vi->delta = v_normalized(vi->delta)*max_delta;
		


		double the_norm = v_norm(vi->delta);		
		if (the_norm > max_delta) {
			 vi->delta = v_normalized(vi->delta)*max_delta;
		}
//		if (the_norm < min_delta) vi->delta = v_normalized(vi->delta)*min_delta;	
		the_norm = v_norm(vi->delta);

		if (! MOVE_THE_MESH || the_norm > max_delta*0.5) {
			total_elements++;
			total_movement	+= v_norm(vi->delta);
		}
		
		//vi->delta = vi->delta + Kernel::Vector_3((RAND_MAX/2-std::rand())*1.0/RAND_MAX, (RAND_MAX/2-std::rand())*1.0/RAND_MAX, (RAND_MAX/2-std::rand())*1.0/RAND_MAX)*data->mesh.computeVertexStatistics(*vi,1)*alg_smoothing;
//		vi->delta = vi->delta + data->mesh.computeVectorComponent(vi->normal(),vi->laplacian()*alg_dt,0);		
		//vi->delta = vi->delta + vi->laplacian()*alg_smoothing;	
	}
	data->mesh.diffuse(alg_smoothing, 0); 
#if ADD_LENGTH_CONSTRAINT
	for (Vertex_iterator vi = data->mesh.p.vertices_begin(); vi!=data->mesh.p.vertices_end(); vi++) {	
	// Add a cost for preserving the smoothness and the geometry of the mesh
	       HV_circulator h = vi->vertex_begin();
	       double geom_vx = 0 ;
	       double geom_vy = 0 ;
	       double geom_vz = 0 ;   
	       int order=0;

	       do
	       {
	           const float xx = TO_FLOAT ( vi->point().x() );
	           const float yy = TO_FLOAT ( vi->point().y() );
        	   const float zz = TO_FLOAT ( vi->point().z() );
                   const float xxx = TO_FLOAT ( h->opposite()->vertex()->point().x()) ;
        	   const float yyy = TO_FLOAT ( h->opposite()->vertex()->point().y()) ;
	           const float zzz = TO_FLOAT ( h->opposite()->vertex()->point().z()) ;

        	   double d = (xx - xxx) * (xx - xxx)  + (yy - yyy) * (yy - yyy) + (zz - zzz) * (zz - zzz) ;
#if MOVE_THE_MESH
	           double t_d2x = (xx + vi->delta[0]) - (xxx + h->opposite()->vertex()->delta[0]) ;
//.........这里部分代码省略.........
开发者ID:agpetit,项目名称:RoDyMan_Vision,代码行数:101,代码来源:Remesh.cpp


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