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

55 lines
1.8 KiB
C++

#ifndef IGL_TRIANGLE_CDT_H
#define IGL_TRIANGLE_CDT_H
#include "../igl_inline.h"
#include <Eigen/Core>
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<DerivedV> & V,
const Eigen::MatrixBase<DerivedE> & E,
const std::string & flags,
Eigen::PlainObjectBase<DerivedWV> & WV,
Eigen::PlainObjectBase<DerivedWF> & WF,
Eigen::PlainObjectBase<DerivedWE> & WE,
Eigen::PlainObjectBase<DerivedJ> & J);
}
}
#ifndef IGL_STATIC_LIBRARY
#include "cdt.cpp"
#endif
#endif