// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2015 Alec Jacobson // // 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_PLANARIZE_QUAD_MESH_H #define IGL_PLANARIZE_QUAD_MESH_H #include "igl_inline.h" #include namespace igl { /// Planarizes a given quad mesh using the algorithm described in the paper /// "Shape-Up: Shaping Discrete Geometry with Projections" by S. Bouaziz, /// M. Deuss, Y. Schwartzburg, T. Weise, M. Pauly, Computer Graphics Forum, /// Volume 31, Issue 5, August 2012, p. 1657-1667 /// (http://dl.acm.org/citation.cfm?id=2346802). /// The algorithm iterates between projecting each quad to its closest planar /// counterpart and stitching those quads together via a least squares /// optimization. It stops whenever all quads' non-planarity is less than a /// given threshold (suggested value: 0.01), or a maximum number of iterations /// is reached. /// /// @param[in] Vin #V by 3 eigen Matrix of mesh vertex 3D positions /// @param[in] F #F by 4 eigen Matrix of face (quad) indices /// @param[in] maxIter maximum numbers of iterations /// @param[in] threshold minimum allowed threshold for non-planarity /// @param[out] Vout #V by 3 eigen Matrix of planar mesh vertex 3D positions /// template IGL_INLINE void planarize_quad_mesh( const Eigen::MatrixBase &Vin, const Eigen::MatrixBase &F, const int maxIter, const double &threshold, Eigen::PlainObjectBase &Vout); } #ifndef IGL_STATIC_LIBRARY # include "planarize_quad_mesh.cpp" #endif #endif