#ifndef IGL_CUT_TO_DISK_H #define IGL_CUT_TO_DISK_H #include "igl_inline.h" #include #include namespace igl { /// Given a triangle mesh, computes a set of edge cuts sufficient to carve the /// mesh into a topological disk, without disconnecting any connected components. /// Nothing else about the cuts (including number, total length, or smoothness) /// is guaranteed to be optimal. /// /// Simply-connected components without boundary (topological spheres) are left /// untouched (delete any edge if you really want a disk). /// All other connected components are cut into disks. Meshes with boundary are /// supported; boundary edges will be included as cuts. /// /// The cut mesh itself can be materialized using cut_mesh(). /// /// Implements the triangle-deletion approach described by Gu et al's /// "Geometry Images." /// /// @tparam Index Integrable type large enough to represent the total number of faces /// and edges in the surface represented by F, and all entries of F. /// @param[in] F #F by 3 list of the faces (must be triangles) /// @param[out] cuts List of cuts. Each cut is a sequence of vertex indices (where /// pairs of consecutive vertices share a face), is simple, and is either /// a closed loop (in which the first and last indices are identical) or /// an open curve. Cuts are edge-disjoint. /// template < typename DerivedF, typename Index> IGL_INLINE void cut_to_disk( const Eigen::MatrixBase &F, std::vector > &cuts); }; #ifndef IGL_STATIC_LIBRARY #include "cut_to_disk.cpp" #endif #endif