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 AABox &box, class Sphere &sphere) | G3D::MeshAlg | static |
computeBounds(const Array< Vector3 > &vertex, const Array< int > &index, class AABox &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, float radius=(0.00002f)) | 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 | protectedstatic |
generateGrid(Array< Vector3 > &vertex, Array< Vector2 > &texCoord, Array< int > &index, int wCells=10, int hCells=10, const Vector2 &textureScale=Vector2(1, 1), bool spaceCentered=true, bool twoSided=true, const CoordinateFrame &xform=CoordinateFrame(), const shared_ptr< Image1 > &elevation=shared_ptr< Image1 >()) | G3D::MeshAlg | 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 |
identifyFeatureEdges(const Array< Vector3 > &vertexArray, const Array< Edge > &edgeArray, const Array< Face > &faceArray, const Array< Vector3 > &faceNormalArray, Array< bool > &feature, float creaseAngle=2.1f) | G3D::MeshAlg | static |
toIndexedTriList(const Array< IndexType > &inIndices, PrimitiveType inType, Array< IndexType > &outIndices) | G3D::MeshAlg | inlinestatic |
weldAdjacency(const Array< Vector3 > &originalGeometry, Array< Face > &faceArray, Array< Edge > &edgeArray, Array< Vertex > &vertexArray, float radius=(0.00002f)) | G3D::MeshAlg | static |