Subject: CGAL users discussion list
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- Subject: Straight Skeleton Building Performance
- Date: Wed, 9 Apr 2008 15:10:43 +0200
Hi cgal users,
I've a question for you:
- How can I speed up building straight skeleton?
- How can I get skeleton halfedge(start and end vertex are skeleton vertex)
Efficiently?
Actualy, i get this in this mode:
//! Forall face
for (Base::Face_const_iterator it = (*skeleton).faces_begin(); it !=
(*skeleton).faces_end(); ++it)
{
Base::Halfedge_const_handle halfedge = it->halfedge ();
int firstHEid = halfedge->id();
//! forall halfedge in face
do
{
// รจ un halfedge dello skeleton?
if( halfedge->is_bisector() )
if(halfedge->vertex()->is_skeleton() &&
halfedge->opposite()->vertex()->is_skeleton())//non ha punti sul perimetro
del poligono
{
insertedVertexID.insert(halfedge->vertex()->id());
outX.push_back(halfedge->vertex()->point().x());
outY.push_back(halfedge->vertex()->point().y());
insertedVertexID.insert(halfedge->opposite()->vertex()->id());
outX.push_back(halfedge->opposite()->vertex()->point().x());
outY.push_back(halfedge->opposite()->vertex()->point().y());
}
halfedge = halfedge->next();
}
while ( halfedge->id() != firstHEid);
}
Thanks all
AM
- Straight Skeleton Building Performance, mistrett, 04/09/2008
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