#ifndef IGL_BONE_VISIBLE_H #define IGL_BONE_VISIBLE_H #include #include // // BONE_VISIBLE test whether vertices of mesh are "visible" to a given bone, // where "visible" is defined as in [Baran & Popovic 07]. Instead of checking // whether each point can see *any* of the bone, we just check if each point // can see its own projection onto the bone segment. In other words, we project // each vertex v onto the bone, projv. Then we check if there are any // intersections between the line segment (projv-->v) and the mesh. // // [flag] = bone_visible(V,F,s,d); // // Input: // s row vector of position of start end point of bone // d row vector of position of dest end point of bone // V #V by 3 list of vertex positions // F #F by 3 list of triangle indices // Output: // flag #V by 1 list of bools (true) visible, (false) obstructed // // Note: This checks for hits along the segment which are facing in *any* // direction from the ray. // namespace igl { template < typename DerivedV, typename DerivedF, typename DerivedSD, typename Derivedflag> IGL_INLINE void bone_visible( const Eigen::PlainObjectBase & V, const Eigen::PlainObjectBase & F, const Eigen::PlainObjectBase & s, const Eigen::PlainObjectBase & d, Eigen::PlainObjectBase & flag); } #ifdef IGL_HEADER_ONLY # include "bone_visible.cpp" #endif #endif