you just have one half edge from the polygon that all faces, vertices and edges use correct? there isn't a need for them to have the closest halfedge (for something like vertices or edges), does this become a concern when you use higher count polygons or is it negligible to go around the loop?
keenan
@oadrian96 You have one halfedge per polygon, one halfedge per edge, and one halfedge per vertex. The halfedge that you choose for a polygon doesn't matter. It just determines "where you get on the carousel." If you want to walk around the whole polygon, it will always take the same number of operations.
Osoii
Does this "visit all neighbors of a vertex" algorithm still work on the vertex of the boundary?
FeiFeiFei
It should work if we treat boundary face as a "virtual" face. It is the same as how we treat boundary in Scotty3D.
keenan
@FeiFeiFei has it right! The virtual faces are a big help in keeping code simple.
you just have one half edge from the polygon that all faces, vertices and edges use correct? there isn't a need for them to have the closest halfedge (for something like vertices or edges), does this become a concern when you use higher count polygons or is it negligible to go around the loop?
@oadrian96 You have one halfedge per polygon, one halfedge per edge, and one halfedge per vertex. The halfedge that you choose for a polygon doesn't matter. It just determines "where you get on the carousel." If you want to walk around the whole polygon, it will always take the same number of operations.
Does this "visit all neighbors of a vertex" algorithm still work on the vertex of the boundary?
It should work if we treat boundary face as a "virtual" face. It is the same as how we treat boundary in Scotty3D.
@FeiFeiFei has it right! The virtual faces are a big help in keeping code simple.