TwoSkeleton processing package.
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#include <TwoSkeleton.h>
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| TwoSkeleton () |
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| ~TwoSkeleton () |
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int | buildCellNeighborsFromVertices (const int &vertexNumber, const int &cellNumber, const long long int *cellArray, vector< vector< int > > &cellNeighbors, vector< vector< int > > *vertexStars=NULL) const |
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int | buildEdgeTriangles (const int &vertexNumber, const int &cellNumber, const long long int *cellArray, vector< vector< int > > &edgeTriangleList, vector< vector< int > > *vertexStarList=NULL, vector< pair< int, int > > *edgeList=NULL, vector< vector< int > > *edgeStarList=NULL, vector< vector< int > > *triangleList=NULL, vector< vector< int > > *triangleStarList=NULL, vector< vector< int > > *cellTriangleList=NULL) const |
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int | buildTriangleList (const int &vertexNumber, const int &cellNumber, const long long int *cellArray, vector< vector< int > > *triangleList=NULL, vector< vector< int > > *triangleStars=NULL, vector< vector< int > > *cellTriangleList=NULL) const |
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int | buildTriangleEdgeList (const int &vertexNumber, const int &cellNumber, const long long int *cellArray, vector< vector< int > > &triangleEdgeList, vector< vector< int > > *vertexEdgeList=NULL, vector< pair< int, int > > *edgeList=NULL, vector< vector< int > > *triangleList=NULL, vector< vector< int > > *triangleStarList=NULL, vector< vector< int > > *cellTriangleList=NULL) 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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TwoSkeleton processing package.
- Author
- Julien Tierny julie.nosp@m.n.ti.nosp@m.erny@.nosp@m.lip6.nosp@m..fr
- Date
- August 2015.
TwoSkeleton is a processing package that handles the 2-skeleton (triangles) of a triangulation.
- See also
- Triangulation
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vtkTriangulation
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vtkTwoSkeleton
TwoSkeleton::TwoSkeleton |
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TwoSkeleton::~TwoSkeleton |
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int TwoSkeleton::buildCellNeighborsFromVertices |
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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 > > & |
cellNeighbors, |
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vector< vector< int > > * |
vertexStars = NULL |
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Compute the list of cell-neighbors of each cell of a 2D triangulation (unspecified behavior if the input mesh is not a triangulation).
- Parameters
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vertexNumber | Number of vertices in the triangulation. |
cellNumber | Number of maximum-dimensional cells in the triangulation (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. |
cellNeighbors | Output neighbor list. The size of this vector will be equal to the number of cells in the mesh. Each entry will be a vector listing the cell identifiers of the entry's cell's neighbors. |
vertexStars | Optional list of vertex stars (list of 2-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 TwoSkeleton::buildEdgeTriangles |
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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 > > & |
edgeTriangleList, |
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vector< vector< int > > * |
vertexStarList = NULL , |
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vector< pair< int, int > > * |
edgeList = NULL , |
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vector< vector< int > > * |
edgeStarList = NULL , |
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vector< vector< int > > * |
triangleList = NULL , |
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vector< vector< int > > * |
triangleStarList = NULL , |
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vector< vector< int > > * |
cellTriangleList = NULL |
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) |
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Compute the list of triangles connected to each edge for 3D triangulation (unspecified behavior if the input mesh is not a triangulation).
- Parameters
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vertexNumber | Number of vertices in the triangulation. |
cellNumber | Number of maximum-dimensional cells in the triangulation (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. |
edgeTriangleList | Output edge triangle list. The size of this vector will be equal to the number of edges in the triangulation. Each entry will be a vector listing the triangle identifiers for each triangle connected to the entry's edge. |
vertexStarList | Optional output vertex star list (list of tetrahedron identifiers for 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. |
edgeList | Optional output edge list (list of pairs of vertex identifiers). 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. |
edgeStarList | Optional output edge star list (list of tetrahedron identifiers for each edge). 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 star list. If this vector is not empty but incorrect, the behavior is unspecified. |
triangleList | Optional output triangle list (list of vectors of vertex identifiers). 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 triangle list. If this vector is not empty but incorrect, the behavior is unspecified. |
triangleStarList | Optional output triangle star list (list of tetrahedron identifiers for each triangle). 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 triangle star list. If this vector is not empty but incorrect, the behavior is unspecified. |
cellTriangleList | Optional output cell triangle list (list of triangle identifiers for each tetrahedron). 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 cell triangle list. If this vector is not empty but incorrect, the behavior is unspecified. |
int TwoSkeleton::buildTriangleEdgeList |
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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 > > & |
triangleEdgeList, |
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vector< vector< int > > * |
vertexEdgeList = NULL , |
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vector< pair< int, int > > * |
edgeList = NULL , |
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vector< vector< int > > * |
triangleList = NULL , |
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vector< vector< int > > * |
triangleStarList = NULL , |
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vector< vector< int > > * |
cellTriangleList = NULL |
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Compute the list of edges connected to each triangle for 3D triangulation (unspecified behavior if the input mesh is not a 3D triangulation).
- Parameters
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vertexNumber | Number of vertices in the triangulation. |
cellNumber | Number of maximum-dimensional cells in the triangulation (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. |
triangleEdgeList | Output triangle edge list. The size of this vector will be equal to the number of triangles in the triangulation. Each entry will be a vector listing the edge identifiers for each edge connected to the entry's triangle. |
vertexEdgeList | Optional output vertex edge list (list of edge identifiers for 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 edge list. If this vector is not empty but incorrect, the behavior is unspecified. |
edgeList | Optional output edge list (list of pairs of vertex identifiers). 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. |
triangleList | Optional output triangle list (list of vectors of vertex identifiers). 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 triangle list. If this vector is not empty but incorrect, the behavior is unspecified. |
triangleStarList | Optional output triangle star list (list of tetrahedron identifiers for each triangle). 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 triangle star list. If this vector is not empty but incorrect, the behavior is unspecified. |
cellTriangleList | Optional output cell triangle list (list of triangle identifiers for each tetrahedron). 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 cell triangle list. If this vector is not empty but incorrect, the behavior is unspecified. |
int TwoSkeleton::buildTriangleList |
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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 > > * |
triangleList = NULL , |
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vector< vector< int > > * |
triangleStars = NULL , |
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vector< vector< int > > * |
cellTriangleList = NULL |
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) |
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Compute the list of triangles of a triangulation represented by a vtkUnstructuredGrid object. 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, only) |
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. |
triangleList | Optional output triangle list (each entry is the ordered vector of the vertex identifiers of the entry's triangle). |
triangleStars | Optional output for triangle tet-adjacency (for each triangle, list of its adjacent tetrahedra). |
- Returns
- Returns 0 upon success, negative values otherwise.
The documentation for this class was generated from the following files: