CGAL 5.6 - 3D Triangulations
Triangulation_3/adding_handles_3.cpp
#include <CGAL/Exact_predicates_inexact_constructions_kernel.h>
#include <CGAL/Delaunay_triangulation_3.h>
#include <CGAL/Delaunay_triangulation_cell_base_3.h>
#include <CGAL/Triangulation_vertex_base_3.h>
template < class GT, class Vb = CGAL::Triangulation_vertex_base_3<GT> >
class My_vertex_base
: public Vb
{
public:
typedef typename Vb::Vertex_handle Vertex_handle;
typedef typename Vb::Cell_handle Cell_handle;
typedef typename Vb::Point Point;
template < class TDS2 >
struct Rebind_TDS {
typedef typename Vb::template Rebind_TDS<TDS2>::Other Vb2;
typedef My_vertex_base<GT, Vb2> Other;
};
My_vertex_base() {}
My_vertex_base(const Point& p) : Vb(p) {}
My_vertex_base(const Point& p, Cell_handle c) : Vb(p, c) {}
Vertex_handle vh;
Cell_handle ch;
};
typedef Delaunay::Vertex_handle Vertex_handle;
typedef Delaunay::Point Point;
int main()
{
Delaunay T;
Vertex_handle v0 = T.insert(Point(0,0,0));
Vertex_handle v1 = T.insert(Point(1,0,0));
Vertex_handle v2 = T.insert(Point(0,1,0));
Vertex_handle v3 = T.insert(Point(0,0,1));
Vertex_handle v4 = T.insert(Point(2,2,2));
Vertex_handle v5 = T.insert(Point(-1,0,1));
// Now we can link the vertices as we like.
v0->vh = v1;
v1->vh = v2;
v2->vh = v3;
v3->vh = v4;
v4->vh = v5;
v5->vh = v0;
return 0;
}