#ifndef IGL_ORIENT_OUTWARD_H #define IGL_ORIENT_OUTWARD_H #include "igl_inline.h" #include namespace igl { // Orient each component (identified by C) of a mesh (V,F) so the normals on // average point away from the patch's centroid. // // Inputs: // V #V by 3 list of vertex positions // F #F by 3 list of triangle indices // C #F list of components // Outputs: // FF #F by 3 list of new triangle indices such that FF(~I,:) = F(~I,:) and // FF(I,:) = fliplr(F(I,:)) (OK if &FF = &F) // I max(C)+1 list of whether face has been flipped template < typename DerivedV, typename DerivedF, typename DerivedC, typename DerivedFF, typename DerivedI> IGL_INLINE void orient_outward( const Eigen::PlainObjectBase & V, const Eigen::PlainObjectBase & F, const Eigen::PlainObjectBase & C, Eigen::PlainObjectBase & FF, Eigen::PlainObjectBase & I); }; #ifdef IGL_HEADER_ONLY # include "orient_outward.cpp" #endif #endif