#ifndef IGL_PLANARIZE_QUAD_MESH_H #define IGL_PLANARIZE_QUAD_MESH_H #include "igl_inline.h" #include namespace igl { // Planarizes a given quad mesh using the algorithm described in the paper // "Shape-Up: Shaping Discrete Geometry with Projections" by S. Bouaziz, // M. Deuss, Y. Schwartzburg, T. Weise, M. Pauly, Computer Graphics Forum, // Volume 31, Issue 5, August 2012, p. 1657-1667 // (http://dl.acm.org/citation.cfm?id=2346802). // The algorithm iterates between projecting each quad to its closest planar // counterpart and stitching those quads together via a least squares // optimization. It stops whenever all quads' non-planarity is less than a // given threshold (suggested value: 0.01), or a maximum number of iterations // is reached. // Inputs: // Vin #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 4 eigen Matrix of face (quad) indices // maxIter maximum numbers of iterations // threshold minimum allowed threshold for non-planarity // Output: // Vout #V by 3 eigen Matrix of planar mesh vertex 3D positions // template IGL_INLINE void planarize_quad_mesh(const Eigen::PlainObjectBase &Vin, const Eigen::PlainObjectBase &F, const int maxIter, const double &threshold, Eigen::PlainObjectBase &Vout); } #ifndef IGL_STATIC_LIBRARY # include "planarize_quad_mesh.cpp" #endif #endif