BambuStudio/libigl/igl/per_vertex_point_to_plane_q...

54 lines
2.2 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2016 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_PER_VERTEX_POINT_TO_PLANE_QUADRICS_H
#define IGL_PER_VERTEX_POINT_TO_PLANE_QUADRICS_H
#include "igl_inline.h"
#include <Eigen/Core>
#include <vector>
#include <tuple>
namespace igl
{
// Compute quadrics per vertex of a "closed" triangle mesh (V,F). Rather than
// follow the qslim paper, this implements the lesser-known _follow up_
// "Simplifying Surfaces with Color and Texture using Quadric Error Metrics".
// This allows V to be n-dimensional (where the extra coordiantes store
// texture UVs, color RGBs, etc.
//
// Inputs:
// V #V by n list of vertex positions. Assumes that vertices with
// infinite coordinates are "points at infinity" being used to close up
// boundary edges with faces. This allows special subspace quadrice for
// boundary edges: There should never be more than one "point at
// infinity" in a single triangle.
// F #F by 3 list of triangle indices into V
// E #E by 2 list of edge indices into V.
// EMAP #F*3 list of indices into E, mapping each directed edge to unique
// unique edge in E
// EF #E by 2 list of edge flaps, EF(e,0)=f means e=(i-->j) is the edge of
// F(f,:) opposite the vth corner, where EI(e,0)=v. Similarly EF(e,1) "
// e=(j->i)
// EI #E by 2 list of edge flap corners (see above).
// Outputs:
// quadrics #V list of quadrics, where a quadric is a tuple {A,b,c} such
// that the quadratic energy of moving this vertex to position x is
// given by x'Ax - 2b + c
//
IGL_INLINE void per_vertex_point_to_plane_quadrics(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
const Eigen::MatrixXi & EMAP,
const Eigen::MatrixXi & EF,
const Eigen::MatrixXi & EI,
std::vector<
std::tuple<Eigen::MatrixXd,Eigen::RowVectorXd,double> > & quadrics);
}
#ifndef IGL_STATIC_LIBRARY
# include "per_vertex_point_to_plane_quadrics.cpp"
#endif
#endif