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planar_canonical_ordering.hpp - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\boost_1_35_0\boost\graph\planar_canonical_ordering.hpp
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//======================================================================= // Copyright (c) Aaron Windsor 2007 // // Distributed under the Boost Software License, Version 1.0. (See // accompanying file LICENSE_1_0.txt or copy at // http://www.boost.org/LICENSE_1_0.txt) //======================================================================= #ifndef __PLANAR_CANONICAL_ORDERING_HPP__ #define __PLANAR_CANONICAL_ORDERING_HPP__ #include
#include
#include
#include
//for next and prior #include
#include
namespace boost { template
void planar_canonical_ordering(const Graph& g, PlanarEmbedding embedding, OutputIterator ordering, VertexIndexMap vm) { typedef typename graph_traits
::vertex_descriptor vertex_t; typedef typename graph_traits
::edge_descriptor edge_t; typedef typename graph_traits
::vertex_iterator vertex_iterator_t; typedef typename graph_traits
::adjacency_iterator adjacency_iterator_t; typedef typename std::pair
vertex_pair_t; typedef typename property_traits
::value_type embedding_value_t; typedef typename embedding_value_t::const_iterator embedding_iterator_t; typedef iterator_property_map
::iterator, VertexIndexMap> vertex_to_vertex_map_t; typedef iterator_property_map
::iterator, VertexIndexMap> vertex_to_size_t_map_t; enum {PROCESSED, UNPROCESSED, ONE_NEIGHBOR_PROCESSED, READY_TO_BE_PROCESSED}; std::vector
processed_neighbor_vector(num_vertices(g)); vertex_to_vertex_map_t processed_neighbor (processed_neighbor_vector.begin(), vm); std::vector
status_vector(num_vertices(g), UNPROCESSED); vertex_to_size_t_map_t status(status_vector.begin(), vm); std::list
ready_to_be_processed; vertex_t first_vertex = *vertices(g).first; vertex_t second_vertex; adjacency_iterator_t ai, ai_end; for(tie(ai,ai_end) = adjacent_vertices(first_vertex,g); ai != ai_end; ++ai) { if (*ai == first_vertex) continue; second_vertex = *ai; break; } ready_to_be_processed.push_back(first_vertex); status[first_vertex] = READY_TO_BE_PROCESSED; ready_to_be_processed.push_back(second_vertex); status[second_vertex] = READY_TO_BE_PROCESSED; while(!ready_to_be_processed.empty()) { vertex_t u = ready_to_be_processed.front(); ready_to_be_processed.pop_front(); if (status[u] != READY_TO_BE_PROCESSED && u != second_vertex) continue; embedding_iterator_t ei, ei_start, ei_end; embedding_iterator_t next_edge_itr, prior_edge_itr; ei_start = embedding[u].begin(); ei_end = embedding[u].end(); prior_edge_itr = prior(ei_end); while(source(*prior_edge_itr, g) == target(*prior_edge_itr,g)) prior_edge_itr = prior(prior_edge_itr); for(ei = ei_start; ei != ei_end; ++ei) { edge_t e(*ei); // e = (u,v) next_edge_itr = next(ei) == ei_end ? ei_start : next(ei); vertex_t v = source(e,g) == u ? target(e,g) : source(e,g); vertex_t prior_vertex = source(*prior_edge_itr, g) == u ? target(*prior_edge_itr, g) : source(*prior_edge_itr, g); vertex_t next_vertex = source(*next_edge_itr, g) == u ? target(*next_edge_itr, g) : source(*next_edge_itr, g); // Need prior_vertex, u, v, and next_vertex to all be // distinct. This is possible, since the input graph is // triangulated. It'll be true all the time in a simple // graph, but loops and parallel edges cause some complications. if (prior_vertex == v || prior_vertex == u) { prior_edge_itr = ei; continue; } //Skip any self-loops if (u == v) continue; // Move next_edge_itr (and next_vertex) forwards // past any loops or parallel edges while (next_vertex == v || next_vertex == u) { next_edge_itr = next(next_edge_itr) == ei_end ? ei_start : next(next_edge_itr); next_vertex = source(*next_edge_itr, g) == u ? target(*next_edge_itr, g) : source(*next_edge_itr, g); } if (status[v] == UNPROCESSED) { status[v] = ONE_NEIGHBOR_PROCESSED; processed_neighbor[v] = u; } else if (status[v] == ONE_NEIGHBOR_PROCESSED) { vertex_t x = processed_neighbor[v]; //are edges (v,u) and (v,x) adjacent in the planar //embedding? if so, set status[v] = 1. otherwise, set //status[v] = 2. if ((next_vertex == x && !(first_vertex == u && second_vertex == x) ) || (prior_vertex == x && !(first_vertex == x && second_vertex == u) ) ) { status[v] = READY_TO_BE_PROCESSED; } else { status[v] = READY_TO_BE_PROCESSED + 1; } } else if (status[v] > ONE_NEIGHBOR_PROCESSED) { //check the two edges before and after (v,u) in the planar //embedding, and update status[v] accordingly bool processed_before = false; if (status[prior_vertex] == PROCESSED) processed_before = true; bool processed_after = false; if (status[next_vertex] == PROCESSED) processed_after = true; if (!processed_before && !processed_after) ++status[v]; else if (processed_before && processed_after) --status[v]; } if (status[v] == READY_TO_BE_PROCESSED) ready_to_be_processed.push_back(v); prior_edge_itr = ei; } status[u] = PROCESSED; *ordering = u; ++ordering; } } template
void planar_canonical_ordering(const Graph& g, PlanarEmbedding embedding, OutputIterator ordering ) { planar_canonical_ordering(g, embedding, ordering, get(vertex_index,g)); } } //namespace boost #endif //__PLANAR_CANONICAL_ORDERING_HPP__
planar_canonical_ordering.hpp
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