# The winged edge data structure

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Is there any algorithm for the winged edge data structure?

To make the table of windeg edge, like that:
http://cse.csusb.edu/tongyu/courses/cs520/images/mesh/Mesh_we2.jpg

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Quote:
 Is there any algorithm for the winged edge data structure?
What do you mean by the question? An algorithm to do what?

I don't see much online. It looks like it was from a single paper, where a person tried a representation that was overly-complex. It appears to use redundant tables of information that was difficult to maintain. For graphics, the traditional meshes, point clouds, and indexed primitives are the better routes to go.

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I use: 2 vertices and 2 triangles as the edge structure: how to build it:

What is an edge? Two vertices. Which two vertices? Two vertices which are on the same triangle. There will be on or two triangles that satisfy this. So what? You have everything you need!

What do you need the triangle data for? I need it for an editor. Do you need it for displaying? Nope, you don't.

Do you know what a "for" loop is? Do you know what an "if" statement is? These are all you need.

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Sorry friend, did the topics for worse, is that there were several doubts (some quite different from others) and now I only have doubts about the "winged edge data structure"

I found this algorithm to create a list of edges:
http://www.terathon.com/code/edges.html

But I'm having some doubts of how to use it,
Vertices:
Quote:
 Vertice 0: -77.5857 4.81243 -7.5613Vertice 1: 68.5184 4.81243 20.5482Vertice 2: -77.5857 4.81243 20.5482Vertice 3: 68.5184 4.81243 20.5482//...Vertice 4647: -49.3102 8.39155 -7.6623Vertice 4648: -49.3102 5.49066 6.80519Vertice 4649: -49.3102 8.39155 6.80519

and Triangles(IndexBuffer):
Quote:
 Triangle 0: 0 3 2Triangle 1: 3 0 1Triangle 2: 4 7 5Triangle 3: 7 4 6Triangle 4: 8 9 10//...Triangle 1545: 3412 3411 3404Triangle 1546: 3405 3406 3407Triangle 1547: 3406 3405 3408Triangle 1548: 3409 3410 3413Triangle 1549: 3410 3409 3414

The parameters of the function are:
long BuildEdges(long vertexCount, long triangleCount,                const Triangle *triangleArray, Edge *edgeArray)

It will return edgeArray for me or should I pass for it?? I must pass all triangles (const Triangle * triangleArray) using the loop for?

[Edited by - VitaliBR on October 23, 2010 6:51:06 AM]

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