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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
- //
- // 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 <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
- // 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<DerivedV> & V,
- const Eigen::PlainObjectBase<DerivedF> & F,
- int rays_total,
- int rays_minimum,
- bool face_wise,
- bool use_parity,
- bool is_verbose,
- Eigen::PlainObjectBase<DerivedI> & I);
- };
- #ifdef IGL_HEADER_ONLY
- # include "reorient_facets_raycast.cpp"
- #endif
- #endif
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