dust3d/third_party/libigl/include/igl/triangle_fan.cpp

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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "triangle_fan.h"
#include "exterior_edges.h"
#include "list_to_matrix.h"
template <typename DerivedE, typename Derivedcap>
IGL_INLINE void igl::triangle_fan(
const Eigen::MatrixBase<DerivedE> & E,
Eigen::PlainObjectBase<Derivedcap> & cap)
{
using namespace std;
using namespace Eigen;
// Handle lame base case
if(E.size() == 0)
{
cap.resize(0,E.cols()+1);
return;
}
// "Triangulate" aka "close" the E trivially with facets
// Note: in 2D we need to know if E endpoints are incoming or
// outgoing (left or right). Thus this will not work.
assert(E.cols() == 2);
// Arbitrary starting vertex
//int s = E(int(((double)rand() / RAND_MAX)*E.rows()),0);
int s = E(rand()%E.rows(),0);
vector<vector<int> > lcap;
for(int i = 0;i<E.rows();i++)
{
// Skip edges incident on s (they would be zero-area)
if(E(i,0) == s || E(i,1) == s)
{
continue;
}
vector<int> e(3);
e[0] = s;
e[1] = E(i,0);
e[2] = E(i,1);
lcap.push_back(e);
}
list_to_matrix(lcap,cap);
}
IGL_INLINE Eigen::MatrixXi igl::triangle_fan( const Eigen::MatrixXi & E)
{
Eigen::MatrixXi cap;
triangle_fan(E,cap);
return cap;
}
#if IGL_STATIC_LIBRARY
#endif