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G3D::MeshAlg Member List

This is the complete list of members for G3D::MeshAlg, including all inherited members.

computeAdjacency(const Array< Vector3 > &vertexGeometry, const Array< int > &indexArray, Array< Face > &faceArray, Array< Edge > &edgeArray, Array< Vertex > &vertexArray)G3D::MeshAlg [static]
computeAdjacency(const Array< Vector3 > &vertexArray, const Array< int > &indexArray, Array< Face > &faceArray, Array< Edge > &edgeArray, Array< Array< int > > &facesAdjacentToVertex)G3D::MeshAlg [static]
computeAreaStatistics(const Array< Vector3 > &vertexArray, const Array< int > &indexArray, double &minEdgeLength, double &meanEdgeLength, double &medianEdgeLength, double &maxEdgeLength, double &minFaceArea, double &meanFaceArea, double &medianFaceArea, double &maxFaceArea)G3D::MeshAlg [static]
computeBounds(const Array< Vector3 > &vertex, class Box &box, class Sphere &sphere)G3D::MeshAlg [static]
computeBounds(const Array< Vector3 > &vertex, const Array< int > &index, class Box &box, class Sphere &sphere)G3D::MeshAlg [static]
computeFaceNormals(const Array< Vector3 > &vertexArray, const Array< Face > &faceArray, Array< Vector3 > &faceNormals, bool normalize=true)G3D::MeshAlg [static]
computeNormals(const Array< Vector3 > &vertexArray, const Array< Face > &faceArray, const Array< Array< int > > &adjacentFaceArray, Array< Vector3 > &vertexNormalArray, Array< Vector3 > &faceNormalArray)G3D::MeshAlg [static]
computeNormals(const Array< Vector3 > &vertexGeometry, const Array< Face > &faceArray, const Array< Vertex > &vertexArray, Array< Vector3 > &vertexNormalArray, Array< Vector3 > &faceNormalArray)G3D::MeshAlg [static]
computeNormals(Geometry &geometry, const Array< int > &indexArray)G3D::MeshAlg [static]
computeTangentSpaceBasis(const Array< Vector3 > &vertexArray, const Array< Vector2 > &texCoordArray, const Array< Vector3 > &vertexNormalArray, const Array< Face > &faceArray, Array< Vector3 > &tangent, Array< Vector3 > &binormal)G3D::MeshAlg [static]
computeWeld(const Array< Vector3 > &oldVertexPositions, Array< Vector3 > &newVertexPositions, Array< int > &toNew, Array< int > &toOld, double radius=G3D::fuzzyEpsilon)G3D::MeshAlg [static]
countBoundaryEdges(const Array< Edge > &edgeArray)G3D::MeshAlg [static]
createIndexArray(int n, Array< int > &array, int start=0, int run=1, int skip=0)G3D::MeshAlg [static]
debugCheckConsistency(const Array< Face > &faceArray, const Array< Edge > &edgeArray, const Array< Vertex > &vertexArray)G3D::MeshAlg [static]
findEdgeIndex(const Array< Vector3 > &vertexArray, Array< Edge > &geometricEdgeArray, int i0, int i1, int f, double area)G3D::MeshAlg [protected, static]
identifyBackfaces(const Array< Vector3 > &vertexArray, const Array< Face > &faceArray, const Vector4 &P, Array< bool > &backface)G3D::MeshAlg [static]
identifyBackfaces(const Array< Vector3 > &vertexArray, const Array< Face > &faceArray, const Vector4 &P, Array< bool > &backface, const Array< Vector3 > &faceNormals)G3D::MeshAlg [static]
LINE_STRIP enum valueG3D::MeshAlg
LINES enum valueG3D::MeshAlg
POINTS enum valueG3D::MeshAlg
Primitive enum nameG3D::MeshAlg
QUAD_STRIP enum valueG3D::MeshAlg
QUADS enum valueG3D::MeshAlg
toIndexedTriList(const Array< IndexType > &inIndices, MeshAlg::Primitive inType, Array< IndexType > &outIndices)G3D::MeshAlg [inline, static]
TRIANGLE_FAN enum valueG3D::MeshAlg
TRIANGLE_STRIP enum valueG3D::MeshAlg
TRIANGLES enum valueG3D::MeshAlg
weldAdjacency(const Array< Vector3 > &originalGeometry, Array< Face > &faceArray, Array< Edge > &edgeArray, Array< Vertex > &vertexArray, double radius=G3D::fuzzyEpsilon)G3D::MeshAlg [static]


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