#ifndef IGL_TRIANGLE_CDT_H #define IGL_TRIANGLE_CDT_H #include "../igl_inline.h" #include namespace igl { namespace triangle { // CDT Construct the constrained delaunay triangulation of the convex hull // of a given set of points and segments in 2D. This differs from a direct // call to triangulate because it will preprocess the input to remove // duplicates and return an adjusted segment list on the output. // // // BACKGROUND_MESH Construct a background mesh for a (messy) texture mesh with // cosntraint edges that are about to deform. // // Inputs: // V #V by 2 list of texture mesh vertices // E #E by 2 list of constraint edge indices into V // flags string of triangle flags should contain "-c" unless the // some subset of segments are known to enclose all other // points/segments. // Outputs: // WV #WV by 2 list of background mesh vertices // WF #WF by 2 list of background mesh triangle indices into WV // WE #WE by 2 list of constraint edge indices into WV (might be smaller // than E because degenerate constraints have been removed) // J #V list of indices into WF/WE for each vertex in V // template < typename DerivedV, typename DerivedE, typename DerivedWV, typename DerivedWF, typename DerivedWE, typename DerivedJ> IGL_INLINE void cdt( const Eigen::MatrixBase & V, const Eigen::MatrixBase & E, const std::string & flags, Eigen::PlainObjectBase & WV, Eigen::PlainObjectBase & WF, Eigen::PlainObjectBase & WE, Eigen::PlainObjectBase & J); } } #ifndef IGL_STATIC_LIBRARY #include "cdt.cpp" #endif #endif