45 * Build a surface reconstruction (triangle mesh) using the Ball Pivot
46 * methodology. Note that this has fewer topology guarantees as compared to
47 * the SPSR method, so callers must validate that the output has the
48 * properties they are looking for.
49 *
50 * @param[out] faces set of faces in the output surface, stored as integer indices to the vertices. The first three indices are the vertices of the face, the second three define the second face, and so forth.
51 * @param[out] num_faces the number of faces in the faces array
52 * @param[out] vertices the set of vertices used by the surface.
53 * @param[out] num_vertices the number of vertices in the surface.
54 * @param input_points_3d The input points
55 * @param num_input_pnts the number of points in the input set
56 * @param radii array of ball radii to be used. If NULL, a default radius set is calculated based on the point data.
57 * @param radii_cnt number of radii in radii array
int bg_3d_ballpivot(int **faces, int *num_faces, point_t **vertices, int *num_vertices, const point_t *input_points_3d, const vect_t *input_normals_3d, int num_input_pnts, const double *radii, int radii_cnt)