#ifndef IGL_PROJECTION_CONSTRAINT_H #define IGL_PROJECTION_CONSTRAINT_H #include namespace igl { // Construct two constraint equations of the form: // // A z = B // // with A 2x3 and B 2x1, where z is the 3d position of point in the scene, // given the current projection matrix (e.g. gl_proj * gl_modelview), viewport // (corner u/v and width/height) and screen space point x,y. Satisfying this // equation means that z projects to screen space point (x,y). // // Inputs: // UV 2-long uv-coordinates of screen space point // M 4 by 4 projection matrix // VP 4-long viewport: (corner_u, corner_v, width, height) // Outputs: // A 2 by 3 system matrix // B 2 by 1 right-hand side template < typename DerivedUV, typename DerivedM, typename DerivedVP, typename DerivedA, typename DerivedB> void projection_constraint( const Eigen::MatrixBase & UV, const Eigen::MatrixBase & M, const Eigen::MatrixBase & VP, Eigen::PlainObjectBase & A, Eigen::PlainObjectBase & B); } #ifndef IGL_STATIC_LIBRARY # include "projection_constraint.cpp" #endif #endif