#ifndef IGL_COMPUTE_FRAME_FIELD_BISECTORS_H #define IGL_COMPUTE_FRAME_FIELD_BISECTORS_H #include "igl_inline.h" #include namespace igl { // Compute face normals via vertex position list, face list // Inputs: // V #V by 3 eigen Matrix of mesh vertex 3D positions // F #F by 3 eigen Matrix of face (triangle) indices // B1 #F by 3 eigen Matrix of face (triangle) base vector 1 // B2 #F by 3 eigen Matrix of face (triangle) base vector 2 // PD1 #F by 3 eigen Matrix of the first per face frame field vector // PD2 #F by 3 eigen Matrix of the second per face frame field vector // Output: // BIS1 #F by 3 eigen Matrix of the first per face frame field bisector // BIS2 #F by 3 eigen Matrix of the second per face frame field bisector // template IGL_INLINE void compute_frame_field_bisectors( const Eigen::PlainObjectBase& V, const Eigen::PlainObjectBase& F, const Eigen::PlainObjectBase& B1, const Eigen::PlainObjectBase& B2, const Eigen::PlainObjectBase& PD1, const Eigen::PlainObjectBase& PD2, Eigen::PlainObjectBase& BIS1, Eigen::PlainObjectBase& BIS2); // Wrapper without given basis vectors. template IGL_INLINE void compute_frame_field_bisectors( const Eigen::PlainObjectBase& V, const Eigen::PlainObjectBase& F, const Eigen::PlainObjectBase& PD1, const Eigen::PlainObjectBase& PD2, Eigen::PlainObjectBase& BIS1, Eigen::PlainObjectBase& BIS2); } #ifdef IGL_HEADER_ONLY # include "compute_frame_field_bisectors.cpp" #endif #endif