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@@ -27,219 +27,250 @@ IGL_INLINE void igl::intrinsic_delaunay_triangulation(
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Eigen::PlainObjectBase<Derivedl> & l,
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Eigen::PlainObjectBase<Derivedl> & l,
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Eigen::PlainObjectBase<DerivedF> & F)
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Eigen::PlainObjectBase<DerivedF> & F)
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{
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{
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- // We're going to work in place
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- l = l_in;
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- F = F_in;
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-
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typedef Eigen::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,2> MatrixX2I;
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typedef Eigen::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,2> MatrixX2I;
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typedef Eigen::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,1> VectorXI;
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typedef Eigen::Matrix<typename DerivedF::Scalar,Eigen::Dynamic,1> VectorXI;
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MatrixX2I E,uE;
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MatrixX2I E,uE;
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VectorXI EMAP;
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VectorXI EMAP;
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std::vector<std::vector<typename DerivedF::Scalar> > uE2E;
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std::vector<std::vector<typename DerivedF::Scalar> > uE2E;
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- igl::unique_edge_map(F, E, uE, EMAP, uE2E);
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+ return intrinsic_delaunay_triangulation(l_in,F_in,l,F,E,uE,EMAP,uE2E);
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+}
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+
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+template <
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+ typename Derivedl_in,
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+ typename DerivedF_in,
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+ typename Derivedl,
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+ typename DerivedF,
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+ typename DerivedE,
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+ typename DeriveduE,
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+ typename DerivedEMAP,
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+ typename uE2EType>
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+IGL_INLINE void igl::intrinsic_delaunay_triangulation(
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+ const Eigen::MatrixBase<Derivedl_in> & l_in,
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+ const Eigen::MatrixBase<DerivedF_in> & F_in,
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+ Eigen::PlainObjectBase<Derivedl> & l,
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+ Eigen::PlainObjectBase<DerivedF> & F,
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+ Eigen::PlainObjectBase<DerivedE> & E,
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+ Eigen::PlainObjectBase<DeriveduE> & uE,
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+ Eigen::PlainObjectBase<DerivedEMAP> & EMAP,
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+ std::vector<std::vector<uE2EType> > & uE2E)
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+{
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+ igl::unique_edge_map(F_in, E, uE, EMAP, uE2E);
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+ // We're going to work in place
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+ l = l_in;
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+ F = F_in;
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typedef typename DerivedF::Scalar Index;
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typedef typename DerivedF::Scalar Index;
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typedef typename Derivedl::Scalar Scalar;
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typedef typename Derivedl::Scalar Scalar;
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const Index num_faces = F.rows();
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const Index num_faces = F.rows();
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- std::vector<Index> face_queue;
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- face_queue.reserve(32);
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- std::vector<Index> pushed;
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- // 32 is faster than 8
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- pushed.reserve(32);
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+ bool any_flips = true;
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+ while(any_flips)
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+ {
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+ any_flips = false;
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- // Does edge (a,b) exist in the edges of all faces incident on
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- // existing unique edge uei.
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- //
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- // Inputs:
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- // a 1st end-point of query edge
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- // b 2nd end-point of query edge
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- // uei index into uE/uE2E of unique edge
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- // uE2E map from unique edges to half-edges (see unique_edge_map)
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- // E #F*3 by 2 list of half-edges
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- //
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- const auto edge_exists_near =
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- [&](const Index & a,const Index & b,const Index & uei)->bool
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- {
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- face_queue.clear();
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- pushed.clear();
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- assert(a!=b);
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- // Not handling case where (a,b) is edge of face incident on uei
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- // since this can't happen for edge-flipping.
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- assert(a!=uE(uei,0));
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- assert(a!=uE(uei,1));
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- assert(b!=uE(uei,0));
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- assert(b!=uE(uei,1));
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- // starting with the (2) faces incident on e, consider all faces
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- // incident on edges containing either a or b.
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- //
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- // face_queue Queue containing faces incident on exactly one of a/b
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- // Using a vector seems mildly faster
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- const Index f1 = uE2E[uei][0]%num_faces;
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- const Index f2 = uE2E[uei][1]%num_faces;
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- // map is faster than unordered_map here, and vector + brute force
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- // is_member check is even faster
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- face_queue.push_back(f1);
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- pushed.push_back(f1);
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- face_queue.push_back(f2);
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- pushed.push_back(f2);
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- while(!face_queue.empty())
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+ std::vector<Index> face_queue;
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+ face_queue.reserve(32);
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+ std::vector<Index> pushed;
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+ // 32 is faster than 8
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+ pushed.reserve(32);
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+
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+ // Does edge (a,b) exist in the edges of all faces incident on
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+ // existing unique edge uei.
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+ //
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+ // Inputs:
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+ // a 1st end-point of query edge
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+ // b 2nd end-point of query edge
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+ // uei index into uE/uE2E of unique edge
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+ // uE2E map from unique edges to half-edges (see unique_edge_map)
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+ // E #F*3 by 2 list of half-edges
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+ //
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+ const auto edge_exists_near =
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+ [&](const Index & a,const Index & b,const Index & uei)->bool
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{
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{
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- const Index f = face_queue.back();
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- face_queue.pop_back();
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- // consider each edge of this face
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- for(int c = 0;c<3;c++)
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+ face_queue.clear();
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+ pushed.clear();
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+ assert(a!=b);
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+ // Not handling case where (a,b) is edge of face incident on uei
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+ // since this can't happen for edge-flipping.
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+ assert(a!=uE(uei,0));
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+ assert(a!=uE(uei,1));
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+ assert(b!=uE(uei,0));
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+ assert(b!=uE(uei,1));
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+ // starting with the (2) faces incident on e, consider all faces
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+ // incident on edges containing either a or b.
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+ //
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+ // face_queue Queue containing faces incident on exactly one of a/b
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+ // Using a vector seems mildly faster
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+ const Index f1 = uE2E[uei][0]%num_faces;
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+ const Index f2 = uE2E[uei][1]%num_faces;
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+ // map is faster than unordered_map here, and vector + brute force
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+ // is_member check is even faster
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+ face_queue.push_back(f1);
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+ pushed.push_back(f1);
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+ face_queue.push_back(f2);
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+ pushed.push_back(f2);
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+ while(!face_queue.empty())
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{
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{
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- // Unique edge id
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- const Index uec = EMAP(c*num_faces+f);
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- const Index s = uE(uec,0);
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- const Index d = uE(uec,1);
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- const bool ona = s == a || d == a;
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- const bool onb = s == b || d == b;
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- // Is this the edge we're looking for?
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- if(ona && onb)
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- {
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- return true;
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- }
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- // not incident on either?
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- if(!ona && !onb)
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+ const Index f = face_queue.back();
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+ face_queue.pop_back();
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+ // consider each edge of this face
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+ for(int c = 0;c<3;c++)
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{
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{
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- continue;
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- }
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- // loop over all incident half-edges
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- for(const auto & he : uE2E[uec])
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- {
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- // face of this he
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- const Index fhe = he%num_faces;
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- bool already_pushed = false;
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- for(const auto & fp : pushed)
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+ // Unique edge id
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+ const Index uec = EMAP(c*num_faces+f);
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+ const Index s = uE(uec,0);
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+ const Index d = uE(uec,1);
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+ const bool ona = s == a || d == a;
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+ const bool onb = s == b || d == b;
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+ // Is this the edge we're looking for?
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+ if(ona && onb)
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{
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{
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- if(fp == fhe)
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- {
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- already_pushed = true;
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- break;
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- }
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+ return true;
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}
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}
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- if(!already_pushed)
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+ // not incident on either?
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+ if(!ona && !onb)
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{
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{
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- pushed.push_back(fhe);
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- face_queue.push_back(fhe);
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+ continue;
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+ }
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+ // loop over all incident half-edges
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+ for(const auto & he : uE2E[uec])
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+ {
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+ // face of this he
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+ const Index fhe = he%num_faces;
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+ bool already_pushed = false;
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+ for(const auto & fp : pushed)
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+ {
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+ if(fp == fhe)
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+ {
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+ already_pushed = true;
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+ break;
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+ }
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+ }
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+ if(!already_pushed)
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+ {
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+ pushed.push_back(fhe);
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+ face_queue.push_back(fhe);
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+ }
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}
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}
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}
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}
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}
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}
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- }
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- return false;
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- };
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+ return false;
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+ };
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- // Vector is faster than queue...
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- std::vector<Index> Q;
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- Q.reserve(uE2E.size());
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- for (size_t uei=0; uei<uE2E.size(); uei++)
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- {
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- Q.push_back(uei);
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- }
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+ // Vector is faster than queue...
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+ std::vector<Index> Q;
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+ Q.reserve(uE2E.size());
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+ for (size_t uei=0; uei<uE2E.size(); uei++)
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+ {
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+ Q.push_back(uei);
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+ }
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+ // I tried using a "delaunay_since = iter" flag to avoid duplicates, but there
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+ // was no speed up.
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- while(!Q.empty())
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- {
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- const Index uei = Q.back();
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- Q.pop_back();
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- if (uE2E[uei].size() == 2)
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+ while(!Q.empty())
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{
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{
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- if(!is_intrinsic_delaunay(l,F,uE2E,uei))
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+ const Index uei = Q.back();
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+ Q.pop_back();
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+ if (uE2E[uei].size() == 2)
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{
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{
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- // update l just before flipping edge
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- // . //
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- // /|\ //
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- // a/ | \d //
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- // / e \ //
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- // / | \ //
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- // .----|-f--. //
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- // \ | / //
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- // \ | / //
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- // b\α|δ/c //
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- // \|/ //
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- // . //
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- // Annotated from flip_edge:
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- // Edge to flip [v1,v2] --> [v3,v4]
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- // Before:
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- // F(f1,:) = [v1,v2,v4] // in some cyclic order
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- // F(f2,:) = [v1,v3,v2] // in some cyclic order
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- // After:
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- // F(f1,:) = [v1,v3,v4] // in *this* order
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- // F(f2,:) = [v2,v4,v3] // in *this* order
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- //
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- // v1 v1
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- // /|\ / \
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- // c/ | \b c/f1 \b
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- // v3 /f2|f1\ v4 => v3 /__f__\ v4
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- // \ e / \ f2 /
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- // d\ | /a d\ /a
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- // \|/ \ /
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- // v2 v2
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- //
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- // Compute intrinsic length of oppposite edge
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- assert(uE2E[uei].size() == 2 && "edge should have 2 incident faces");
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- const Index f1 = uE2E[uei][0]%num_faces;
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- const Index f2 = uE2E[uei][1]%num_faces;
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- const Index c1 = uE2E[uei][0]/num_faces;
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- const Index c2 = uE2E[uei][1]/num_faces;
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- assert(c1 < 3);
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- assert(c2 < 3);
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- assert(f1 != f2);
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- const Index v1 = F(f1, (c1+1)%3);
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- const Index v2 = F(f1, (c1+2)%3);
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- const Index v4 = F(f1, c1);
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- const Index v3 = F(f2, c2);
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- assert(F(f2, (c2+2)%3) == v1);
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- assert(F(f2, (c2+1)%3) == v2);
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- // From gptoolbox/mesh/flip_edge.m
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- // "If edge-after-flip already exists then this will create a non-manifold
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- // edge"
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- // Yes, this can happen: e.g., an edge of a tetrahedron."
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- // "If two edges will be the same edge after flip then this will create a
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- // non-manifold edge."
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- // I dont' think this can happen if we flip one at a time. gptoolbox
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- // flips in parallel.
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-
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- // Over 50% of the time is spent doing this check...
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- bool flippable = !edge_exists_near(v3,v4,uei);
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- if(flippable)
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+ if(!is_intrinsic_delaunay(l,uE2E,num_faces,uei))
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{
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{
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- assert( std::abs(l(f1,c1)-l(f2,c2)) < igl::EPS<Scalar>() );
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- const Scalar e = l(f1,c1);
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- const Scalar a = l(f1,(c1+1)%3);
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- const Scalar b = l(f1,(c1+2)%3);
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- const Scalar c = l(f2,(c2+1)%3);
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- const Scalar d = l(f2,(c2+2)%3);
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- // tan(α/2)
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- const Scalar tan_a_2= tan_half_angle(a,b,e);
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- // tan(δ/2)
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- const Scalar tan_d_2 = tan_half_angle(d,e,c);
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- // tan((α+δ)/2)
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- const Scalar tan_a_d_2 = (tan_a_2 + tan_d_2)/(1.0-tan_a_2*tan_d_2);
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- // cos(α+δ)
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- const Scalar cos_a_d =
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- (1.0 - tan_a_d_2*tan_a_d_2)/(1.0+tan_a_d_2*tan_a_d_2);
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- const Scalar f = sqrt(b*b + c*c - 2.0*b*c*cos_a_d);
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- l(f1,0) = f;
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- l(f1,1) = b;
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- l(f1,2) = c;
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- l(f2,0) = f;
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- l(f2,1) = d;
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- l(f2,2) = a;
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- flip_edge(F, E, uE, EMAP, uE2E, uei);
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- // append neighbors to back
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- const size_t e_24 = f1 + ((c1 + 1) % 3) * num_faces;
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- const size_t e_41 = f1 + ((c1 + 2) % 3) * num_faces;
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- const size_t e_13 = f2 + ((c2 + 1) % 3) * num_faces;
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- const size_t e_32 = f2 + ((c2 + 2) % 3) * num_faces;
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- const size_t ue_24 = EMAP(e_24);
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- const size_t ue_41 = EMAP(e_41);
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- const size_t ue_13 = EMAP(e_13);
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- const size_t ue_32 = EMAP(e_32);
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- Q.push_back(ue_24);
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- Q.push_back(ue_41);
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- Q.push_back(ue_13);
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- Q.push_back(ue_32);
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+ // update l just before flipping edge
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+ // . //
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+ // /|\ //
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+ // a/ | \d //
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+ // / e \ //
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+ // / | \ //
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+ // .----|-f--. //
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+ // \ | / //
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+ // \ | / //
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+ // b\α|δ/c //
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+ // \|/ //
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+ // . //
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+ // Annotated from flip_edge:
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+ // Edge to flip [v1,v2] --> [v3,v4]
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+ // Before:
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+ // F(f1,:) = [v1,v2,v4] // in some cyclic order
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+ // F(f2,:) = [v1,v3,v2] // in some cyclic order
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+ // After:
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+ // F(f1,:) = [v1,v3,v4] // in *this* order
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+ // F(f2,:) = [v2,v4,v3] // in *this* order
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+ //
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+ // v1 v1
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+ // /|\ / \
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+ // c/ | \b c/f1 \b
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+ // v3 /f2|f1\ v4 => v3 /__f__\ v4
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+ // \ e / \ f2 /
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+ // d\ | /a d\ /a
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+ // \|/ \ /
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+ // v2 v2
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+ //
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+ // Compute intrinsic length of oppposite edge
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+ assert(uE2E[uei].size() == 2 && "edge should have 2 incident faces");
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+ const Index f1 = uE2E[uei][0]%num_faces;
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+ const Index f2 = uE2E[uei][1]%num_faces;
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+ const Index c1 = uE2E[uei][0]/num_faces;
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+ const Index c2 = uE2E[uei][1]/num_faces;
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|
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+ assert(c1 < 3);
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+ assert(c2 < 3);
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+ assert(f1 != f2);
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+ const Index v1 = F(f1, (c1+1)%3);
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+ const Index v2 = F(f1, (c1+2)%3);
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+ const Index v4 = F(f1, c1);
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+ const Index v3 = F(f2, c2);
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+ assert(F(f2, (c2+2)%3) == v1);
|
|
|
|
+ assert(F(f2, (c2+1)%3) == v2);
|
|
|
|
+ // From gptoolbox/mesh/flip_edge.m
|
|
|
|
+ // "If edge-after-flip already exists then this will create a non-manifold
|
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|
+ // edge"
|
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|
+ // Yes, this can happen: e.g., an edge of a tetrahedron."
|
|
|
|
+ // "If two edges will be the same edge after flip then this will create a
|
|
|
|
+ // non-manifold edge."
|
|
|
|
+ // I dont' think this can happen if we flip one at a time. gptoolbox
|
|
|
|
+ // flips in parallel.
|
|
|
|
+
|
|
|
|
+ //// Over 50% of the time is spent doing this check...
|
|
|
|
+ //bool flippable = !edge_exists_near(v3,v4,uei);
|
|
|
|
+ //if(flippable)
|
|
|
|
+ if(true)
|
|
|
|
+ {
|
|
|
|
+ any_flips = true;
|
|
|
|
+ assert( std::abs(l(f1,c1)-l(f2,c2)) < igl::EPS<Scalar>() );
|
|
|
|
+ const Scalar e = l(f1,c1);
|
|
|
|
+ const Scalar a = l(f1,(c1+1)%3);
|
|
|
|
+ const Scalar b = l(f1,(c1+2)%3);
|
|
|
|
+ const Scalar c = l(f2,(c2+1)%3);
|
|
|
|
+ const Scalar d = l(f2,(c2+2)%3);
|
|
|
|
+ // tan(α/2)
|
|
|
|
+ const Scalar tan_a_2= tan_half_angle(a,b,e);
|
|
|
|
+ // tan(δ/2)
|
|
|
|
+ const Scalar tan_d_2 = tan_half_angle(d,e,c);
|
|
|
|
+ // tan((α+δ)/2)
|
|
|
|
+ const Scalar tan_a_d_2 = (tan_a_2 + tan_d_2)/(1.0-tan_a_2*tan_d_2);
|
|
|
|
+ // cos(α+δ)
|
|
|
|
+ const Scalar cos_a_d =
|
|
|
|
+ (1.0 - tan_a_d_2*tan_a_d_2)/(1.0+tan_a_d_2*tan_a_d_2);
|
|
|
|
+ const Scalar f = sqrt(b*b + c*c - 2.0*b*c*cos_a_d);
|
|
|
|
+ l(f1,0) = f;
|
|
|
|
+ l(f1,1) = b;
|
|
|
|
+ l(f1,2) = c;
|
|
|
|
+ l(f2,0) = f;
|
|
|
|
+ l(f2,1) = d;
|
|
|
|
+ l(f2,2) = a;
|
|
|
|
+ flip_edge(F, E, uE, EMAP, uE2E, uei);
|
|
|
|
+ // append neighbors to back
|
|
|
|
+ const size_t e_24 = f1 + ((c1 + 1) % 3) * num_faces;
|
|
|
|
+ const size_t e_41 = f1 + ((c1 + 2) % 3) * num_faces;
|
|
|
|
+ const size_t e_13 = f2 + ((c2 + 1) % 3) * num_faces;
|
|
|
|
+ const size_t e_32 = f2 + ((c2 + 2) % 3) * num_faces;
|
|
|
|
+ const size_t ue_24 = EMAP(e_24);
|
|
|
|
+ const size_t ue_41 = EMAP(e_41);
|
|
|
|
+ const size_t ue_13 = EMAP(e_13);
|
|
|
|
+ const size_t ue_32 = EMAP(e_32);
|
|
|
|
+ Q.push_back(ue_24);
|
|
|
|
+ Q.push_back(ue_41);
|
|
|
|
+ Q.push_back(ue_13);
|
|
|
|
+ Q.push_back(ue_32);
|
|
|
|
+ }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
@@ -249,5 +280,7 @@ IGL_INLINE void igl::intrinsic_delaunay_triangulation(
|
|
#ifdef IGL_STATIC_LIBRARY
|
|
#ifdef IGL_STATIC_LIBRARY
|
|
// Explicit template instantiation
|
|
// Explicit template instantiation
|
|
// generated by autoexplicit.sh
|
|
// generated by autoexplicit.sh
|
|
|
|
+template void igl::intrinsic_delaunay_triangulation<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, 1, 0, -1, 1>, int>(Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> >&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> >&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> >&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> >&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, 1, 0, -1, 1> >&, std::vector<std::vector<int, std::allocator<int> >, std::allocator<std::vector<int, std::allocator<int> > > >&);
|
|
|
|
+// generated by autoexplicit.sh
|
|
template void igl::intrinsic_delaunay_triangulation<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1> >(Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> >&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> >&);
|
|
template void igl::intrinsic_delaunay_triangulation<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1> >(Eigen::MatrixBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::MatrixBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> >&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> >&);
|
|
#endif
|
|
#endif
|