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#ifndef IGL_TRIANGLE_CDT_H
#define IGL_TRIANGLE_CDT_H
#include "../igl_inline.h"
#include <Eigen/Core>
namespace igl
{
namespace triangle
{
/// Construct the constrained delaunay triangulation of the convex hull
/// of a given set of points and segments in 2D. This differs from a direct
/// call to triangulate because it will preprocess the input to remove
/// duplicates and return an adjusted segment list on the output.
///
/// @param[in] V #V by 2 list of texture mesh vertices
/// @param[in] E #E by 2 list of constraint edge indices into V
/// @param[in] flags string of triangle flags should contain "-c" unless the
/// some subset of segments are known to enclose all other
/// points/segments.
/// @param[out] WV #WV by 2 list of background mesh vertices
/// @param[out] WF #WF by 2 list of background mesh triangle indices into WV
/// @param[out] WE #WE by 2 list of constraint edge indices into WV (might be smaller
/// than E because degenerate constraints have been removed)
/// @param[out] J #V list of indices into WF/WE for each vertex in V
///
template <
typename DerivedV,
typename DerivedE,
typename DerivedWV,
typename DerivedWF,
typename DerivedWE,
typename DerivedJ>
IGL_INLINE void cdt(
const Eigen::MatrixBase<DerivedV> & V,
const Eigen::MatrixBase<DerivedE> & E,
const std::string & flags,
Eigen::PlainObjectBase<DerivedWV> & WV,
Eigen::PlainObjectBase<DerivedWF> & WF,
Eigen::PlainObjectBase<DerivedWE> & WE,
Eigen::PlainObjectBase<DerivedJ> & J);
}
}
#ifndef IGL_STATIC_LIBRARY
#include "cdt.cpp"
#endif
#endif