Comments (2)
Thanks for your suggestion. I used the way of unordered_map
and reduced percentage of elapsed time to 12%. Thanks again for CDT, it helped me a lot!
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There is a private method in Triangulation
called edgeTriangles
you could make it public and see if it is fast enough for your needs. If you want the absolutely fastest lookup possible and are willing to sacrifice some preprocessing time and some memory, the fastest way would be to generate an unordered_map
that maps edges to triangles. It can be created with a single pass over all the triangles.
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Related Issues (20)
- Could not find vertex triangle intersected by edge HOT 4
- Bug in resolving constraint edges intersection when there is a hanging edge
- Assert during triangulation HOT 8
- Missing inline HOT 4
- [1.3.3] Issue with edge insertion (CDT::IntersectingConstraintEdges::Resolve) HOT 6
- What is the coordinate system for this algorithm? HOT 4
- Port to C# [link in description]
- Some inputs that trigger failure HOT 3
- Warnings: `vertices` is shadowing a member declaration HOT 1
- Tiny compilation warning (VS2019) HOT 6
- initializeWithCustomGrid HOT 1
- Infinite Loop in Conform Mode HOT 4
- overlapping edges / flat triangles (solved) HOT 5
- Csharp support? HOT 1
- Generate some degenerate triangles HOT 2
- How to update triangulations efficiently? HOT 10
- How to obtain the vertices inside the boundary composed with some edges? HOT 3
- A case that failed in triangulation HOT 20
- Question about m_vertTris HOT 1
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