I have triangle mesh and calculate normal of triangles then calculate vertex normal and do some calculations on it and want to calculate vertex coordinates from this vertex normal after do calculations.
Can you explain how changing a vertex normal is suppose to change it's coordinates? We generally have 2 situations:
1) Vertex normal is just the average, sometimes weighted, of the triangles sharing this vertex (it's 1-ring). Normal then need to be re-computed if triangulation changes but is otherwise "fixed".
2) Computations are done on the normal, usually for rendering purposes, which might be your case.
In those two situations, the vertex coordinates DO NOT change because it's normal has been modified. This brings me back to what exactly do you mean by " calculate vertex coordinates from vertex normal in triangular mesh"?
A study entitled "Vertex normals and face curvatures
of triangle meshes" has been done by Sun et al.The paper that could be downloaded from the following link contains some beneficial information related to your question.
Here is the link: http://www.geometrie.tugraz.at/wallner/3curv.pdf
The operation you describe is not invertible. You can compute vertex normals from mesh geometry, but not the other way around since multiple mesh geometries will yield the same normals. For example inmagine a mesh that is translated, it will have the same normals as the original.