#ifndef IGL_ORIENT_OUTWARD_AO_H #define IGL_ORIENT_OUTWARD_AO_H #include "../igl_inline.h" #include namespace igl { // Forward define template < typename PointMatrixType, typename FaceMatrixType, typename RowVector3> class EmbreeIntersector; // Orient each component (identified by C) of a mesh (V,F) using ambient occlusion // such that the front side is less occluded than back side // // Inputs: // V #V by 3 list of vertex positions // F #F by 3 list of triangle indices // C #F list of components // ei EmbreeIntersector containing (V,F) // num_samples total number of rays to be shot // 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 PointMatrixType, typename FaceMatrixType, typename RowVector3, typename DerivedFF, typename DerivedI> IGL_INLINE void orient_outward_ao( const Eigen::PlainObjectBase & V, const Eigen::PlainObjectBase & F, const Eigen::PlainObjectBase & C, const igl::EmbreeIntersector & ei, const int num_samples, Eigen::PlainObjectBase & FF, Eigen::PlainObjectBase & I); // EmbreeIntersector generated on the fly template < typename DerivedV, typename DerivedF, typename DerivedC, typename DerivedFF, typename DerivedI> IGL_INLINE void orient_outward_ao( const Eigen::PlainObjectBase & V, const Eigen::PlainObjectBase & F, const Eigen::PlainObjectBase & C, const int num_samples, Eigen::PlainObjectBase & FF, Eigen::PlainObjectBase & I); }; #ifdef IGL_HEADER_ONLY # include "orient_outward_ao.cpp" #endif #endif