PrusaSlicer/bundled_deps/libigl/igl/is_vertex_manifold.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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1.3 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 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_IS_VERTEX_MANIFOLD_H
#define IGL_IS_VERTEX_MANIFOLD_H
#include "igl_inline.h"
#include <Eigen/Core>
namespace igl
{
// Check if a mesh is vertex-manifold. This only checks whether the faces
// incident on each vertex form exactly one connected component. Vertices
// incident on non-manifold edges are not consider non-manifold by this
// function (see is_edge_manifold.h). Unreferenced verties are considered
// non-manifold (zero components).
//
// Inputs:
// F #F by 3 list of triangle indices
// Outputs:
// B #V list indicate whether each vertex is locally manifold.
// Returns whether mesh is vertex manifold.
//
// See also: is_edge_manifold
template <typename DerivedF,typename DerivedB>
IGL_INLINE bool is_vertex_manifold(
const Eigen::PlainObjectBase<DerivedF>& F,
Eigen::PlainObjectBase<DerivedB>& B);
}
#ifndef IGL_STATIC_LIBRARY
# include "is_vertex_manifold.cpp"
#endif
#endif