// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2013 Alec Jacobson // // This Source Code Form is subject to the terms of the Mozilla Public License // v. 2.0. If a copy of the MPL was not distributed with this file, You can // obtain one at http://mozilla.org/MPL/2.0/. #ifndef IGL_ORIENT_OUTWARD_AO_H #define IGL_ORIENT_OUTWARD_AO_H #include "../igl_inline.h" #include namespace igl { // 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 // rays_total Total number of rays that will be shot // rays_minimum Minimum number of rays that each patch should receive // face_wise Decision made for each face independently, no use of patches (i.e., each face is treated as a patch) // use_parity Use parity mode // is_verbose Verbose output to cout // Outputs: // I #F list of whether face has been flipped template < typename DerivedV, typename DerivedF, typename DerivedI> IGL_INLINE void reorient_facets_raycast( const Eigen::PlainObjectBase & V, const Eigen::PlainObjectBase & F, int rays_total, int rays_minimum, bool face_wise, bool use_parity, bool is_verbose, Eigen::PlainObjectBase & I); }; #ifdef IGL_HEADER_ONLY # include "reorient_facets_raycast.cpp" #endif #endif