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#ifndef _VERTEX_H |
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#define _VERTEX_H |
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/** @brief Creates initial vertex list |
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* |
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* Allocates memory and initializes the vertices. |
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* @param vertex is a structure holding information about |
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* vertices |
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* @param N is a number of vertices that are used in simulation |
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* @param zero_them is boolean value. 0 skip setting zeros to idx |
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* and (x,y,z) coordinates for each points, 1 means to zero all |
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* information on points > 1 requests zeroing of coordinates and |
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* indexing the vertices 0..N-1. |
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* @returns ts_bool value 1 on success, 0 otherwise |
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*/ |
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ts_vertex_list *init_vertex_list(ts_uint N); |
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ts_bool vtx_add_neighbour(ts_vertex *vtx, ts_vertex *nvtx); |
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ts_bool vtx_add_cneighbour(ts_bond_list *blist,ts_vertex *vtx1,ts_vertex *vtx2); |
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ts_bool vtx_add_bond(ts_bond_list *blist,ts_vertex *vtx1,ts_vertex *vtx2); |
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ts_bool vtx_remove_neighbour(ts_vertex *vtx, ts_vertex *nvtx); |
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ts_bool vtx_free(ts_vertex *vtx); |
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ts_bool vtx_list_free(ts_vertex_list *vlist); |
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inline ts_double vtx_distance_sq(ts_vertex *vtx1, ts_vertex *vtx2); |
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ts_bool vtx_set_global_values(ts_vesicle *vesicle); |
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inline ts_double vtx_direct(ts_vertex *vtx1, ts_vertex *vtx2, ts_vertex *vtx3); |
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inline ts_bool vertex_add_tristar(ts_vertex *vtx, ts_triangle *tristarmem); |
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inline ts_bool vtx_insert_neighbour(ts_vertex *vtx, ts_vertex *nvtx, ts_vertex *vtxm); |
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inline ts_bool vtx_remove_tristar(ts_vertex *vtx, ts_triangle *tristar); |
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ts_bool vtx_copy(ts_vertex *cvtx,ts_vertex *ovtx); |
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ts_bool vtx_duplicate(ts_vertex *cvtx, ts_vertex *ovtx); |
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ts_vertex **vtx_neigh_copy(ts_vertex_list *vlist,ts_vertex *ovtx); |
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ts_vertex_list *vertex_list_copy(ts_vertex_list *ovlist); |
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ts_bool vertex_taint(ts_vertex *vtx, ts_uint level); |
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ts_bool vertex_untaint(ts_vertex *vtx, ts_uint level); |
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inline ts_bool vertex_tainted(ts_vertex *vtx, ts_uint level, ts_uint amount); |
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#endif |