BambuStudio/libigl/igl/copyleft/cgal/component_inside_component.h

76 lines
3.1 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2015 Qingnan Zhou <qnzhou@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_COPYLEFT_CGAL_COMONENT_INSIDE_COMPONENT
#define IGL_COPYLEFT_CGAL_COMONENT_INSIDE_COMPONENT
#include "../../igl_inline.h"
#include <Eigen/Core>
#include <vector>
namespace igl {
namespace copyleft
{
namespace cgal {
// Determine if connected facet component (V1, F1, I1) is inside of
// connected facet component (V2, F2, I2).
//
// Precondition:
// Both components must represent closed, self-intersection free,
// non-degenerated surfaces that are the boundary of 3D volumes. In
// addition, (V1, F1, I1) must not intersect with (V2, F2, I2).
//
// Inputs:
// V1 #V1 by 3 list of vertex position of mesh 1
// F1 #F1 by 3 list of triangles indices into V1
// I1 #I1 list of indices into F1, indicate the facets of component
// V2 #V2 by 3 list of vertex position of mesh 2
// F2 #F2 by 3 list of triangles indices into V2
// I2 #I2 list of indices into F2, indicate the facets of component
//
// Outputs:
// return true iff (V1, F1, I1) is entirely inside of (V2, F2, I2).
template<typename DerivedV, typename DerivedF, typename DerivedI>
IGL_INLINE bool component_inside_component(
const Eigen::PlainObjectBase<DerivedV>& V1,
const Eigen::PlainObjectBase<DerivedF>& F1,
const Eigen::PlainObjectBase<DerivedI>& I1,
const Eigen::PlainObjectBase<DerivedV>& V2,
const Eigen::PlainObjectBase<DerivedF>& F2,
const Eigen::PlainObjectBase<DerivedI>& I2);
// Determine if mesh (V1, F1) is inside of mesh (V2, F2).
//
// Precondition:
// Both meshes must be closed, self-intersection free, non-degenerated
// surfaces that are the boundary of 3D volumes. They should not
// intersect each other.
//
// Inputs:
// V1 #V1 by 3 list of vertex position of mesh 1
// F1 #F1 by 3 list of triangles indices into V1
// V2 #V2 by 3 list of vertex position of mesh 2
// F2 #F2 by 3 list of triangles indices into V2
//
// Outputs:
// return true iff (V1, F1) is entirely inside of (V2, F2).
template<typename DerivedV, typename DerivedF>
IGL_INLINE bool component_inside_component(
const Eigen::PlainObjectBase<DerivedV>& V1,
const Eigen::PlainObjectBase<DerivedF>& F1,
const Eigen::PlainObjectBase<DerivedV>& V2,
const Eigen::PlainObjectBase<DerivedF>& F2);
}
}
}
#ifndef IGL_STATIC_LIBRARY
#include "component_inside_component.cpp"
#endif
#endif