Files
OrcaSlicer-bambulab/src/libigl/igl/per_vertex_point_to_plane_quadrics.h
T
tamasmeszaros 2ae2672ee9 Building igl statically and moving to the dep scripts
Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
2019-06-19 14:52:55 +02:00

54 lines
2.2 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2016 Alec Jacobson <alecjacobson@gmail.com>
//
// 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_PER_VERTEX_POINT_TO_PLANE_QUADRICS_H
#define IGL_PER_VERTEX_POINT_TO_PLANE_QUADRICS_H
#include "igl_inline.h"
#include <Eigen/Core>
#include <vector>
#include <tuple>
namespace igl
{
// Compute quadrics per vertex of a "closed" triangle mesh (V,F). Rather than
// follow the qslim paper, this implements the lesser-known _follow up_
// "Simplifying Surfaces with Color and Texture using Quadric Error Metrics".
// This allows V to be n-dimensional (where the extra coordiantes store
// texture UVs, color RGBs, etc.
//
// Inputs:
// V #V by n list of vertex positions. Assumes that vertices with
// infinite coordinates are "points at infinity" being used to close up
// boundary edges with faces. This allows special subspace quadrice for
// boundary edges: There should never be more than one "point at
// infinity" in a single triangle.
// F #F by 3 list of triangle indices into V
// E #E by 2 list of edge indices into V.
// EMAP #F*3 list of indices into E, mapping each directed edge to unique
// unique edge in E
// EF #E by 2 list of edge flaps, EF(e,0)=f means e=(i-->j) is the edge of
// F(f,:) opposite the vth corner, where EI(e,0)=v. Similarly EF(e,1) "
// e=(j->i)
// EI #E by 2 list of edge flap corners (see above).
// Outputs:
// quadrics #V list of quadrics, where a quadric is a tuple {A,b,c} such
// that the quadratic energy of moving this vertex to position x is
// given by x'Ax - 2b + c
//
IGL_INLINE void per_vertex_point_to_plane_quadrics(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
const Eigen::MatrixXi & EMAP,
const Eigen::MatrixXi & EF,
const Eigen::MatrixXi & EI,
std::vector<
std::tuple<Eigen::MatrixXd,Eigen::RowVectorXd,double> > & quadrics);
}
#ifndef IGL_STATIC_LIBRARY
# include "per_vertex_point_to_plane_quadrics.cpp"
#endif
#endif