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".