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Straight Skeleton Building Performance


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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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