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			53 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// This file is part of libigl, a simple c++ geometry processing library.
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// 
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// Copyright (C) 2016 Alec Jacobson <alecjacobson@gmail.com>
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// 
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// This Source Code Form is subject to the terms of the Mozilla Public License 
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can 
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_PER_VERTEX_POINT_TO_PLANE_QUADRICS_H
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#define IGL_PER_VERTEX_POINT_TO_PLANE_QUADRICS_H
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#include "igl_inline.h"
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#include <Eigen/Core>
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#include <vector>
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#include <tuple>
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namespace igl
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{
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  // Compute quadrics per vertex of a "closed" triangle mesh (V,F). Rather than
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  // follow the qslim paper, this implements the lesser-known _follow up_
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  // "Simplifying Surfaces with Color and Texture using Quadric Error Metrics".
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  // This allows V to be n-dimensional (where the extra coordiantes store
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  // texture UVs, color RGBs, etc.
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  //
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  // Inputs:
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  //   V  #V by n list of vertex positions. Assumes that vertices with
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  //     infinite coordinates are "points at infinity" being used to close up
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  //     boundary edges with faces. This allows special subspace quadrice for
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  //     boundary edges: There should never be more than one "point at
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  //     infinity" in a single triangle.
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  //   F  #F by 3 list of triangle indices into V
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  //   E  #E by 2 list of edge indices into V.
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  //   EMAP #F*3 list of indices into E, mapping each directed edge to unique
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  //     unique edge in E
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  //   EF  #E by 2 list of edge flaps, EF(e,0)=f means e=(i-->j) is the edge of
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  //     F(f,:) opposite the vth corner, where EI(e,0)=v. Similarly EF(e,1) "
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  //     e=(j->i)
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  //   EI  #E by 2 list of edge flap corners (see above).
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  // Outputs:
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  //   quadrics  #V list of quadrics, where a quadric is a tuple {A,b,c} such
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  //     that the quadratic energy of moving this vertex to position x is
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  //     given by x'Ax - 2b + c
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  //
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  IGL_INLINE void per_vertex_point_to_plane_quadrics(
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    const Eigen::MatrixXd & V,
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    const Eigen::MatrixXi & F,
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    const Eigen::MatrixXi & EMAP,
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    const Eigen::MatrixXi & EF,
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    const Eigen::MatrixXi & EI,
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    std::vector<
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      std::tuple<Eigen::MatrixXd,Eigen::RowVectorXd,double> > & quadrics);
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}
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#ifndef IGL_STATIC_LIBRARY
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#  include "per_vertex_point_to_plane_quadrics.cpp"
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#endif
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#endif
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