OrcaSlicer/src/libigl/igl/per_vertex_normals.h
tamasmeszaros 2ae2672ee9 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.
2019-06-19 14:52:55 +02:00

80 lines
2.8 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_PER_VERTEX_NORMALS_H
#define IGL_PER_VERTEX_NORMALS_H
#include "igl_inline.h"
#include <Eigen/Core>
// Note: It would be nice to support more or all of the methods here:
// "A comparison of algorithms for vertex normal computation"
namespace igl
{
enum PerVertexNormalsWeightingType
{
// Incident face normals have uniform influence on vertex normal
PER_VERTEX_NORMALS_WEIGHTING_TYPE_UNIFORM = 0,
// Incident face normals are averaged weighted by area
PER_VERTEX_NORMALS_WEIGHTING_TYPE_AREA = 1,
// Incident face normals are averaged weighted by incident angle of vertex
PER_VERTEX_NORMALS_WEIGHTING_TYPE_ANGLE = 2,
// Area weights
PER_VERTEX_NORMALS_WEIGHTING_TYPE_DEFAULT = 3,
NUM_PER_VERTEX_NORMALS_WEIGHTING_TYPE = 4
};
// Compute vertex normals via vertex position list, face list
// Inputs:
// V #V by 3 eigen Matrix of mesh vertex 3D positions
// F #F by 3 eigne Matrix of face (triangle) indices
// weighting Weighting type
// Output:
// N #V by 3 eigen Matrix of mesh vertex 3D normals
template <
typename DerivedV,
typename DerivedF,
typename DerivedN>
IGL_INLINE void per_vertex_normals(
const Eigen::MatrixBase<DerivedV>& V,
const Eigen::MatrixBase<DerivedF>& F,
const igl::PerVertexNormalsWeightingType weighting,
Eigen::PlainObjectBase<DerivedN> & N);
// Without weighting
template <
typename DerivedV,
typename DerivedF,
typename DerivedN>
IGL_INLINE void per_vertex_normals(
const Eigen::MatrixBase<DerivedV>& V,
const Eigen::MatrixBase<DerivedF>& F,
Eigen::PlainObjectBase<DerivedN> & N);
// Inputs:
// FN #F by 3 matrix of face (triangle) normals
template <typename DerivedV, typename DerivedF, typename DerivedFN, typename DerivedN>
IGL_INLINE void per_vertex_normals(
const Eigen::MatrixBase<DerivedV>& V,
const Eigen::MatrixBase<DerivedF>& F,
const PerVertexNormalsWeightingType weighting,
const Eigen::MatrixBase<DerivedFN>& FN,
Eigen::PlainObjectBase<DerivedN> & N);
// Without weighting
template <
typename DerivedV,
typename DerivedF,
typename DerivedFN,
typename DerivedN>
IGL_INLINE void per_vertex_normals(
const Eigen::MatrixBase<DerivedV>& V,
const Eigen::MatrixBase<DerivedF>& F,
const Eigen::MatrixBase<DerivedFN>& FN,
Eigen::PlainObjectBase<DerivedN> & N);
}
#ifndef IGL_STATIC_LIBRARY
# include "per_vertex_normals.cpp"
#endif
#endif