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- #ifndef IGL_ORIENT_OUTWARD_AO_H
- #define IGL_ORIENT_OUTWARD_AO_H
- #include "../igl_inline.h"
- #include <Eigen/Core>
- 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
- // C #F list of components
- // min_num_rays_per_component Each component receives at least this number of rays
- // total_num_rays Total number of rays that will 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 DerivedFF,
- typename DerivedI>
- IGL_INLINE void orient_outward_ao(
- const Eigen::PlainObjectBase<DerivedV> & V,
- const Eigen::PlainObjectBase<DerivedF> & F,
- const Eigen::PlainObjectBase<DerivedC> & C,
- const int min_num_rays_per_component,
- const int total_num_rays,
- Eigen::PlainObjectBase<DerivedFF> & FF,
- Eigen::PlainObjectBase<DerivedI> & I);
-
- // Call with default number of rays
- template <
- typename DerivedV,
- typename DerivedF,
- typename DerivedC,
- typename DerivedFF,
- typename DerivedI>
- IGL_INLINE void orient_outward_ao(
- const Eigen::PlainObjectBase<DerivedV> & V,
- const Eigen::PlainObjectBase<DerivedF> & F,
- const Eigen::PlainObjectBase<DerivedC> & C,
- Eigen::PlainObjectBase<DerivedFF> & FF,
- Eigen::PlainObjectBase<DerivedI> & I);
- };
- #ifdef IGL_HEADER_ONLY
- # include "orient_outward_ao.cpp"
- #endif
- #endif
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