Hi,
at the moment the VCG Lib uses a indexed data structure (list of
vertices and list of faces with pointers to vertices) and edges are not
explicitly stored.
However, for how it is designed, the VCG Lib kernel is not based on a
specific data structure and implementation of half edge is on its way
(though we are no giving deadlines here).
In the meantime, you can create face attribute of face components to
store the information that you need on the edges (of course it will be
redundant).
For a tutorial on the VCG Lib refer to
http://vcg.sourceforge.net/index.php/Tutorial
and in particular to the page
http://vcg.sourceforge.net/index.php/Access_to_mesh
Fabio
> Read and respond to this message at:
> https://sourceforge.net/forum/message.php?msg_id=5250761
> By: billconan
>
> hello guys,
>
> i'm working on a project that adaptively subdivide an object based on
> the curvature of each edge.
>
> currently, i'm using CGAL. but it is very slow.
>
> i found that the remeshing rountines of MeshLab run very fast. so i
> want to switch to VCG.
>
> however, it seems that the data structure of the VCG Library is not a
> half-edge structure that has no edge information at all, because i
> found this line
> in the subdivision sample:
>
> class MyEdge; // dummy prototype never used
>
> and i couldn't find any instruction on this page about accessing edge
> information:
> http://meshlab.sourceforge.net/wiki/index.php/Accessing_the_mesh
>
> my question is how to travel through all the edges? is that true that
> VCG data structure doesn't have edge info at all?
>
> thank you.
>
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