Building igl statically and moving to the dep scripts

Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
This commit is contained in:
tamasmeszaros 2019-06-19 14:52:55 +02:00
parent 89e39e3895
commit 2ae2672ee9
1095 changed files with 181 additions and 5 deletions

View file

@ -1,56 +0,0 @@
// 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_RAY_MESH_INTERSECT_H
#define IGL_RAY_MESH_INTERSECT_H
#include "igl_inline.h"
#include "Hit.h"
#include <Eigen/Core>
#include <vector>
namespace igl
{
// Shoot a ray against a mesh (V,F) and collect all hits.
//
// Inputs:
// source 3-vector origin of ray
// dir 3-vector direction of ray
// V #V by 3 list of mesh vertex positions
// F #F by 3 list of mesh face indices into V
// Outputs:
// hits **sorted** list of hits
// Returns true if there were any hits (hits.size() > 0)
//
template <
typename Derivedsource,
typename Deriveddir,
typename DerivedV,
typename DerivedF>
IGL_INLINE bool ray_mesh_intersect(
const Eigen::MatrixBase<Derivedsource> & source,
const Eigen::MatrixBase<Deriveddir> & dir,
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedF> & F,
std::vector<igl::Hit> & hits);
// Outputs:
// hit first hit, set only if it exists
// Returns true if there was a hit
template <
typename Derivedsource,
typename Deriveddir,
typename DerivedV,
typename DerivedF>
IGL_INLINE bool ray_mesh_intersect(
const Eigen::MatrixBase<Derivedsource> & source,
const Eigen::MatrixBase<Deriveddir> & dir,
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedF> & F,
igl::Hit & hit);
}
#ifndef IGL_STATIC_LIBRARY
# include "ray_mesh_intersect.cpp"
#endif
#endif