\( \newcommand{\E}{\mathrm{E}} \) \( \newcommand{\A}{\mathrm{A}} \) \( \newcommand{\R}{\mathrm{R}} \) \( \newcommand{\N}{\mathrm{N}} \) \( \newcommand{\Q}{\mathrm{Q}} \) \( \newcommand{\Z}{\mathrm{Z}} \) \( \def\ccSum #1#2#3{ \sum_{#1}^{#2}{#3} } \def\ccProd #1#2#3{ \sum_{#1}^{#2}{#3} }\)
CGAL 4.6.1 - 3D Triangulations
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Triangulation_3/regular_3.cpp
#include <CGAL/Exact_predicates_inexact_constructions_kernel.h>
#include <CGAL/Regular_triangulation_3.h>
#include <CGAL/Regular_triangulation_euclidean_traits_3.h>
#include <cassert>
#include <vector>
typedef Traits::RT Weight;
typedef Traits::Bare_point Point;
typedef Traits::Weighted_point Weighted_point;
typedef Rt::Vertex_iterator Vertex_iterator;
typedef Rt::Vertex_handle Vertex_handle;
int main()
{
// generate points on a 3D grid
std::vector<Weighted_point> P;
int number_of_points = 0;
for (int z=0 ; z<5 ; z++)
for (int y=0 ; y<5 ; y++)
for (int x=0 ; x<5 ; x++) {
Point p(x, y, z);
Weight w = (x+y-z*y*x)*2.0; // let's say this is the weight.
P.push_back(Weighted_point(p, w));
++number_of_points;
}
Rt T;
// insert all points in a row (this is faster than one insert() at a time).
T.insert (P.begin(), P.end());
assert( T.is_valid() );
assert( T.dimension() == 3 );
std::cout << "Number of vertices : " << T.number_of_vertices() << std::endl;
// removal of all vertices
int count = 0;
while (T.number_of_vertices() > 0) {
T.remove (T.finite_vertices_begin());
++count;
}
assert( count == number_of_points );
return 0;
}