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VCG Library
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Options of Compute(); the defaults suit most meshes. More...
#include <handle_tunnel_loops.h>
Public Attributes | |
| unsigned int | seed = 0 |
| seeds the height direction and the projection directions | |
| int | maxIter = 100 |
| tightening rounds; 0 keeps the loops found on the Reeb graph | |
| int | patience = 10 |
| stop tightening after this many rounds without a shorter basis | |
| int | attempts = 10 |
| height directions tried before giving up on degenerate ones | |
| bool | localMinima = false |
| instead of a basis, many locally shortest loops (see Compute()) | |
| int | samples = 100 |
| local minima: root vertices spread over the surface to start from | |
| double | overlap = 0.5 |
| local minima: two loops of one class sharing more of their vertices are one | |
| double | persistence = 0.05 |
| local minima: a loop is kept only if the loops joining it to a shorter one of its class are longer by this fraction | |
| int | maxLoops = 0 |
| local minima: at most this many loops per family, the shortest; 0 keeps all | |
Options of Compute(); the defaults suit most meshes.