dust3d/third_party/libigl/include/igl/cut_to_disk.h

53 lines
1.6 KiB
C++

#ifndef IGL_CUT_TO_DISK_H
#define IGL_CUT_TO_DISK_H
#include "igl_inline.h"
#include <Eigen/Core>
#include <vector>
namespace igl
{
// Given a triangle mesh, computes a set of edge cuts sufficient to carve the
// mesh into a topological disk, without disconnecting any connected components.
// Nothing else about the cuts (including number, total length, or smoothness)
// is guaranteed to be optimal.
//
// Simply-connected components without boundary (topological spheres) are left
// untouched (delete any edge if you really want a disk).
// All other connected components are cut into disks. Meshes with boundary are
// supported; boundary edges will be included as cuts.
//
// The cut mesh itself can be materialized using cut_mesh().
//
// Implements the triangle-deletion approach described by Gu et al's
// "Geometry Images."
//
// Template Parameters:
// Index Integrable type large enough to represent the total number of faces
// and edges in the surface represented by F, and all entries of F.
//
// Inputs:
// F #F by 3 list of the faces (must be triangles)
//
// Outputs:
// cuts List of cuts. Each cut is a sequence of vertex indices (where
// pairs of consecutive vertices share a face), is simple, and is either
// a closed loop (in which the first and last indices are identical) or
// an open curve. Cuts are edge-disjoint.
//
template <
typename DerivedF,
typename Index>
IGL_INLINE void cut_to_disk(
const Eigen::MatrixBase<DerivedF> &F,
std::vector<std::vector<Index> > &cuts);
};
#ifndef IGL_STATIC_LIBRARY
#include "cut_to_disk.cpp"
#endif
#endif