8#ifndef IGL_INTRINSIC_DELAUNAY_TRIANGULATION_H
9#define IGL_INTRINSIC_DELAUNAY_TRIANGULATION_H
40 const Eigen::MatrixBase<Derivedl_in> & l_in,
41 const Eigen::MatrixBase<DerivedF_in> & F_in,
42 Eigen::PlainObjectBase<Derivedl> & l,
43 Eigen::PlainObjectBase<DerivedF> & F);
63 const Eigen::MatrixBase<Derivedl_in> & l_in,
64 const Eigen::MatrixBase<DerivedF_in> & F_in,
65 Eigen::PlainObjectBase<Derivedl> & l,
66 Eigen::PlainObjectBase<DerivedF> & F,
67 Eigen::PlainObjectBase<DerivedE> & E,
68 Eigen::PlainObjectBase<DeriveduE> & uE,
69 Eigen::PlainObjectBase<DerivedEMAP> & EMAP,
70 std::vector<std::vector<uE2EType> > & uE2E);
73#ifndef IGL_STATIC_LIBRARY
74# include "intrinsic_delaunay_triangulation.cpp"
#define IGL_INLINE
Definition igl_inline.h:15
void intrinsic_delaunay_triangulation(const Eigen::MatrixBase< Derivedl_in > &l_in, const Eigen::MatrixBase< DerivedF_in > &F_in, Eigen::PlainObjectBase< Derivedl > &l, Eigen::PlainObjectBase< DerivedF > &F)
INTRINSIC_DELAUNAY_TRIANGULATION Flip edges intrinsically until all are "intrinsic Delaunay".