PrusaSlicer/bundled_deps/libigl/igl/frame_to_cross_field.h
Martin Šach 21116995d7 Refactor CMake and improve #includes.
* 1. Remove all global include_directories.
* 2. Move 3d party dependencies from src to budled deps if possible.
* Unify and enforce one way of including headers:
    e.g. #include "libslic3r/GCode.hpp" vs #include "GCode.hpp"
    (always use the "libslic3r/GCode.hpp" option).
* Make all dependencies (also header only) a cmake target.
2024-07-08 15:36:46 +02:00

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1.2 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@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_FRAME_TO_CROSS_FIELD_H
#define IGL_FRAME_TO_CROSS_FIELD_H
#include "igl_inline.h"
#include <Eigen/Dense>
namespace igl
{
// Convert a frame field into its closest cross field
// Inputs:
// V #V by 3 coordinates of the vertices
// F #F by 3 list of mesh faces (must be triangles)
// FF1 #F by 3 the first representative vector of the frame field (up to permutation and sign)
// FF2 #F by 3 the second representative vector of the frame field (up to permutation and sign)
//
// Outputs:
// X #F by 3 representative vector of the closest cross field
//
IGL_INLINE void frame_to_cross_field(
const Eigen::MatrixXd& V,
const Eigen::MatrixXi& F,
const Eigen::MatrixXd& FF1,
const Eigen::MatrixXd& FF2,
Eigen::MatrixXd& X);
}
#ifndef IGL_STATIC_LIBRARY
# include "frame_to_cross_field.cpp"
#endif
#endif