// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2015 Alec Jacobson // // 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/. #ifndef IGL_COMPONENTS_H #define IGL_COMPONENTS_H #include "igl_inline.h" #include #include namespace igl { // Compute connected components of a graph represented by an adjacency // matrix. // // Returns a component ID per vertex of the graph where connectivity is established by edges. // // Inputs: // A n by n adjacency matrix // Outputs: // C n list of component ids (starting with 0) // counts #components list of counts for each component // template IGL_INLINE void vertex_components( const Eigen::SparseMatrix & A, Eigen::PlainObjectBase & C, Eigen::PlainObjectBase & counts); template IGL_INLINE void vertex_components( const Eigen::SparseMatrix & A, Eigen::PlainObjectBase & C); // Compute the connected components for a mesh given its faces. // Returns a component ID per vertex of the mesh where connectivity is established by edges. // // For computing connected components per face see igl::facet_components // // // Inputs: // F n by 3 list of triangle indices // Outputs: // C max(F) list of component ids template IGL_INLINE void vertex_components( const Eigen::MatrixBase & F, Eigen::PlainObjectBase & C); } #ifndef IGL_STATIC_LIBRARY # include "vertex_components.cpp" #endif #endif