dust3d/third_party/libigl/include/igl/triangle/triangulate.h

88 lines
3.1 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
// Copyright (C) 2017 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_TRIANGLE_TRIANGULATE_H
#define IGL_TRIANGLE_TRIANGULATE_H
#include "../igl_inline.h"
#include <string>
#include <Eigen/Core>
namespace igl
{
namespace triangle
{
// Triangulate the interior of a polygon using the triangle library.
//
// Inputs:
// V #V by 2 list of 2D vertex positions
// E #E by 2 list of vertex ids forming unoriented edges of the boundary of the polygon
// H #H by 2 coordinates of points contained inside holes of the polygon
// flags string of options pass to triangle (see triangle documentation)
// Outputs:
// V2 #V2 by 2 coordinates of the vertives of the generated triangulation
// F2 #F2 by 3 list of indices forming the faces of the generated triangulation
//
template <
typename DerivedV,
typename DerivedE,
typename DerivedH,
typename DerivedV2,
typename DerivedF2>
IGL_INLINE void triangulate(
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedE> & E,
const Eigen::MatrixBase<DerivedH> & H,
const std::string flags,
Eigen::PlainObjectBase<DerivedV2> & V2,
Eigen::PlainObjectBase<DerivedF2> & F2);
// Triangulate the interior of a polygon using the triangle library.
//
// Inputs:
// V #V by 2 list of 2D vertex positions
// E #E by 2 list of vertex ids forming unoriented edges of the boundary of the polygon
// H #H by 2 coordinates of points contained inside holes of the polygon
// M #V list of markers for input vertices
// flags string of options pass to triangle (see triangle documentation)
// Outputs:
// V2 #V2 by 2 coordinates of the vertives of the generated triangulation
// F2 #F2 by 3 list of indices forming the faces of the generated triangulation
// M2 #V2 list of markers for output vertices
//
// TODO: expose the option to prevent Steiner points on the boundary
//
template <
typename DerivedV,
typename DerivedE,
typename DerivedH,
typename DerivedVM,
typename DerivedEM,
typename DerivedV2,
typename DerivedF2,
typename DerivedVM2,
typename DerivedEM2>
IGL_INLINE void triangulate(
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedE> & E,
const Eigen::MatrixBase<DerivedH> & H,
const Eigen::MatrixBase<DerivedVM> & VM,
const Eigen::MatrixBase<DerivedEM> & EM,
const std::string flags,
Eigen::PlainObjectBase<DerivedV2> & V2,
Eigen::PlainObjectBase<DerivedF2> & F2,
Eigen::PlainObjectBase<DerivedVM2> & VM2,
Eigen::PlainObjectBase<DerivedEM2> & EM2);
}
}
#ifndef IGL_STATIC_LIBRARY
# include "triangulate.cpp"
#endif
#endif