1 #ifndef AIMS_SULCUS_CORTICAL_SNAKE_H 43 std::vector<std::set<uint> >
neigh;
64 std::vector<Point3df>
vert;
66 std::vector< AimsVector<uint,3> >
poly;
75 SulcusCorticalSnake(
TimeTexture<float> _constraint,
float _value,
float _alpha1,
float _alpha2,
float _alpha3,
AimsSurfaceTriangle _mesh) : constraint_load(_constraint), value(_value), alpha1(_alpha1), alpha2(_alpha2), alpha3(_alpha3), mesh(_mesh)
78 std::cout<<
"Constructor!"<<std::endl;
79 std::cout<<
"Constructeur SulcusCorticalSnake"<<std::endl;
89 size=constraint_load[0].
nItem();
95 if(fabs(constraint_load[0].item(i)-_value) < 0.01)
101 for(
uint i=0; i<constraint[0].
nItem(); i++)
122 ordre_points.clear();
124 new_vector_res.clear();
126 constraint_load.
erase();
128 result_total.
erase();
129 tex_distance.
erase();
153 void process_list( std::map<
int, std::map< int, int > > & count );
TimeTexture< float > constraint
std::vector< uint > new_vector_res
std::vector< std::set< uint > > neigh
void push_back(const T &item)
void computeShortestPath(int method, unsigned source, unsigned target)
std::vector< uint > avant_list
AIMSDATA_API AimsTimeSurface< 3, Void > AimsSurfaceTriangle
std::vector< Point3df > vert
int stop_condition_1_resolution()
std::map< uint, float > MeshDistance_adapt_local(const Texture< float > &inittex, uint ind1, uint ind2)
Texture< float > MeshDistance_adapt_tex(const Texture< float > &inittex, bool allowUnreached, uint ind)
void compute_snake_at_1_resolution()
const std::vector< Point3df > & vertex() const
TimeTexture< float > result_total
void computeGraphDijkstra(AimsSurfaceTriangle surface, int constraintType, int strain)
float compute_energy(uint index_courant)
static std::vector< std::set< uint > > surfaceNeighbours(const AimsSurface< D, T > &surf)
std::vector< uint > new_vector
void treat_list_point(uint index, std::map< int, std::map< int, int > > &count)
int are_they_neighbours(uint one, uint two)
std::vector< AimsVector< uint, 3 > > poly
const std::vector< AimsVector< uint, D > > & polygon() const
TimeTexture< float > curv
TimeTexture< float > tex_distance
std::vector< uint > cpt_points
TimeTexture< float > compute_snake()
void process_list(std::map< int, std::map< int, int > > &count)
std::vector< uint > ordre_points
uint define_new_middle_point(uint i, uint j)
TimeTexture< float > constraint_load
SulcusCorticalSnake(TimeTexture< float > _constraint, float _value, float _alpha1, float _alpha2, float _alpha3, AimsSurfaceTriangle _mesh)
void createDistanceTexture()
float MeshDistance_adapt(const Texture< float > &inittex, bool allowUnreached, uint ind)
std::vector< uint > list_points
int is_it_in_the_vector(uint vertex)
AimsSurface< 3, Void > mesh_base