PrusaSlicer/bundled_deps/libigl/igl/uniformly_sample_two_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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1.4 KiB
C++

// 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_UNIFORMLY_SAMPLE_TWO_MANIFOLD_H
#define IGL_UNIFORMLY_SAMPLE_TWO_MANIFOLD_H
#include "igl_inline.h"
#include <Eigen/Dense>
namespace igl
{
// UNIFORMLY_SAMPLE_TWO_MANIFOLD Attempt to sample a mesh uniformly by
// furthest point relaxation as described in "Fast Automatic Skinning
// Transformations"
//
// [Jacobson et al. 12] Section 3.3.
//
// Inputs:
// W #W by dim positions of mesh in weight space
// F #F by 3 indices of triangles
// k number of samplse
// push factor by which corners should be pushed away
// Outputs
// WS k by dim locations in weights space
//
IGL_INLINE void uniformly_sample_two_manifold(
const Eigen::MatrixXd & W,
const Eigen::MatrixXi & F,
const int k,
const double push,
Eigen::MatrixXd & WS);
// Find uniform sampling up to placing samples on mesh vertices
IGL_INLINE void uniformly_sample_two_manifold_at_vertices(
const Eigen::MatrixXd & OW,
const int k,
const double push,
Eigen::VectorXi & S);
}
#ifndef IGL_STATIC_LIBRARY
# include "uniformly_sample_two_manifold.cpp"
#endif
#endif