addFace(const Face &face=Face()) | Mesh::TriangleMesh | |
addHalfEdge(const HalfEdge &halfEdge) | Mesh::TriangleMesh | |
addTriangle(VertexIndex iA, VertexIndex iB, VertexIndex iC, FaceIndex iF) | Mesh::TriangleMesh | |
addTriangle(const Triangle &t, FaceIndex iF) | Mesh::TriangleMesh | inline |
addTriangle(const Triangle &triangle) | Mesh::TriangleMesh | |
addType() | DynamicType | inline |
addVertex(const Vertex3f &vertex) | Mesh::TriangleMesh | |
addVertexArray(const Vertex3fArray &array) | Mesh::TriangleMesh | |
back() const | Tree::CubeTree | inline |
begin() | Tree::CubeTree | inline |
begin() const | Tree::CubeTree | inline |
boundingRadius | Mesh::TriangleMesh | |
cast() const | DynamicType | inline |
cast() | DynamicType | inline |
cast() | DynamicType | inline |
cast() const | DynamicType | inline |
clampMaxFace(const Vector3f &vec, Mesh::FaceIndex iFace) | Shape::Geometry | |
clampMaxFaces(const Vector3f &vec) | Shape::Geometry | |
clampMinFace(const Vector3f &vec, Mesh::FaceIndex iFace) | Shape::Geometry | |
clampMinFaces(const Vector3f &vec) | Shape::Geometry | |
clear() | Shape::Geometry | virtual |
createCapsule(const Matrix4f &mat=Matrix4f::identity) | Shape::Geometry | |
createContour(const FaceIndex fI) const | Mesh::TriangleMesh | |
createFace(Mesh::TriangleMesh *pMesh, const Attribute &attribute, Vector3f offset={ 0.0f, 0.0f, 0.0f }) | Shape::Quad | static |
createIndexArray() | Shape::Geometry | virtual |
createNormalArray() | Shape::Geometry | virtual |
createPrimitveSegment(const HalfEdge &he) const | Mesh::TriangleMesh | |
createPrimitveSegment(const HalfEdgeIndex index) const | Mesh::TriangleMesh | |
createPrimitveTriangle(const Triangle &triangle) const | Mesh::TriangleMesh | |
createPrimitveTriangle(const TriangleIndex index) const | Mesh::TriangleMesh | |
createTextureCoords() | Shape::Quad | |
createTriangles(const Matrix4f &mat=Matrix4f::identity) | Shape::Geometry | virtual |
createVertexArray() | Shape::Geometry | virtual |
CubeTree() | Tree::CubeTree | |
CubeTree(const Vertex3fArray &vertex) | Tree::CubeTree | |
CubeTree(const CubeTree &) | Tree::CubeTree | |
cubeTreeUpdated | Shape::Geometry | protected |
DynamicType() | DynamicType | inline |
end() | Tree::CubeTree | inline |
end() const | Tree::CubeTree | inline |
erase(Leaf *pLeaf) | Tree::CubeTree | |
extrudeAndVolumizeFace(Mesh::FaceIndex index, float distance) | Shape::Geometry | |
face | Mesh::TriangleMesh | protected |
find(const Vertex3f &vertex, float precision=0.0f) const | Tree::CubeTree | |
findFace(const VertexIndexArray &array) const | Mesh::TriangleMesh | |
findFaces(const Triangle &triangle) | Mesh::TriangleMesh | |
findTriangle(const Triangle &triangle) const | Mesh::TriangleMesh | |
flagDirty() | Shape::Geometry | virtual |
front() const | Tree::CubeTree | inline |
Geometry(const TriangleMesh &mesh, const Attribute &attribute) | Shape::Geometry | |
Geometry(const Attribute &attribute) | Shape::Geometry | |
getAABoundingBox(const Matrix4f &matrix=Matrix4f::identity) | Shape::Geometry | virtual |
getAttribute() | Shape::Quad | inline |
Shape::Geometry::getAttribute() const | Shape::Geometry | inline |
getBoundingRadius(const Matrix3f &matrix=Matrix3f::identity) | Shape::Geometry | virtual |
getDerivedTypeId() const | DynamicType | inline |
getDrawPrimitive() | Shape::Geometry | inline |
getFace() const | Mesh::TriangleMesh | inline |
getFace(uint index) | Mesh::TriangleMesh | inline |
getFaceCentroid(Mesh::FaceIndex index) | Shape::Geometry | |
getFaceContour(FaceIndex fI) const | Mesh::TriangleMesh | |
getFaceHalfEdgeIndices(const FaceIndex fI) const | Mesh::TriangleMesh | |
getFaceHalfEdges(const FaceIndex fI) const | Mesh::TriangleMesh | |
getFaceNormal(Mesh::FaceIndex index) | Shape::Geometry | |
Mesh::TriangleMesh::getFaceNormal(const Face &face) const | Mesh::TriangleMesh | |
Mesh::TriangleMesh::getFaceNormal(FaceIndex fI) const | Mesh::TriangleMesh | inline |
getFaceVertexIndices(const FaceIndex fI) const | Mesh::TriangleMesh | |
getFaceVertexIndices(const Face &face) const | Mesh::TriangleMesh | |
getHalfEdge() const | Mesh::TriangleMesh | inline |
getHalfEdge(const VertexIndex a, const VertexIndex b) const | Mesh::TriangleMesh | |
getHalfEdgeIndex(const VertexIndex a, const VertexIndex b) const | Mesh::TriangleMesh | |
getHalfEdgeIndex(const VertexIndex a, const VertexIndex b, const HalfEdgeIndexTable &table) | Mesh::TriangleMesh | static |
getHalfEdgeIndexTable() const | Mesh::TriangleMesh | |
getLeaves() const | Tree::CubeTree | |
getPrimitiveTriangle(uint index) const | Shape::Geometry | |
getTriangle() const | Mesh::TriangleMesh | inline |
getVertex(uint index) const | Shape::Geometry | |
getVertices(const INDICES &c) const | Tree::CubeTree | inline |
getVertices(bool unique=false) const | Tree::CubeTree | |
halfEdge | Mesh::TriangleMesh | protected |
HalfEdgeIndexTable typedef | Mesh::TriangleMesh | |
halfEdgeIndexTable | Mesh::TriangleMesh | protected |
hasDuplicates() | Tree::CubeTree | |
hasTriangle(VertexIndex vA, VertexIndex vB, VertexIndex vC) const | Mesh::TriangleMesh | inline |
indicesToCArray() | Shape::Geometry | |
insert(const Vertex3f &vertex) | Tree::CubeTree | |
insert(const Vector3fArray &list) | Tree::CubeTree | |
isAABoundingBoxUpdated() | Shape::Geometry | inline |
isFullEdge(const VertexIndex a, const VertexIndex b) const | Mesh::TriangleMesh | |
isFullEdge(HalfEdgeIndex index) const | Mesh::TriangleMesh | |
isFullEdge(const VertexIndex a, const VertexIndex b, const HalfEdgeIndexTable &table) | Mesh::TriangleMesh | static |
isFullEdge(const HalfEdge he, const HalfEdgeIndexTable &table) | Mesh::TriangleMesh | inlinestatic |
isHalfEdge(const VertexIndex a, const VertexIndex b) const | Mesh::TriangleMesh | inline |
isHalfEdge(HalfEdgeIndex index) const | Mesh::TriangleMesh | |
isHalfEdge(const VertexIndex a, const VertexIndex b, const HalfEdgeIndexTable &table) | Mesh::TriangleMesh | static |
isHalfEdge(const HalfEdge he, const HalfEdgeIndexTable &table) | Mesh::TriangleMesh | inlinestatic |
isType() const | DynamicType | inline |
nearest(const Vertex3f &vertex) | Tree::CubeTree | |
normalize() | Shape::Geometry | |
operator const Branch &() const | Tree::CubeTree | inline |
operator const Branch *() const | Tree::CubeTree | inline |
operator HeapArray< Leaf * >() | Tree::CubeTree | inline |
operator()(const Vertex3f &vA, const Vertex3f &vB) const | Tree::CubeTree | |
operator+=(const TriangleMesh &other) | Shape::Geometry | |
Mesh::TriangleMesh::operator+=(const TriangleMesh &other) | Mesh::TriangleMesh | |
operator[](Handle index) const | Tree::CubeTree | |
operator[](const Vertex3f &v) const | Tree::CubeTree | |
planar | Mesh::TriangleMesh | |
Quad(const Attribute &attribute, DrawPrimitive drawPrimitive=TRIANGLE_STRIP) | Shape::Quad | |
removeFace(FaceIndex faceIndex) | Mesh::TriangleMesh | |
removeHalfEdge(const HalfEdgeIndex halfEdgeIndex) | Mesh::TriangleMesh | |
removeTriangle(TriangleIndex index) | Mesh::TriangleMesh | |
rotateFace(float angle, const Vector3f &vec, Mesh::FaceIndex iFace) | Shape::Geometry | |
rotateFaces(float angle, const Vector3f &vec) | Shape::Geometry | |
scaleFace(float scale, Mesh::FaceIndex iFace) | Shape::Geometry | |
scaleFace(const Vector3f &vec, Mesh::FaceIndex iFace) | Shape::Geometry | |
scaleFaces(float scale) | Shape::Geometry | |
scaleFaces(const Vector3f &vec) | Shape::Geometry | |
setBoundingRadius(float radius) | Shape::Geometry | |
setDrawPrimitive(DrawPrimitive drawPrimitive) | Shape::Geometry | inline |
shortestPath(Mesh::VertexIndex startVertexIndex, Mesh::VertexIndex endVertexIndex) | Mesh::TriangleMesh | |
size() const | Tree::CubeTree | inline |
transformFace(const Matrix4f &mat, Mesh::FaceIndex iFace) | Shape::Geometry | |
transformFaces(const Matrix4f &mat) | Shape::Geometry | |
translateFace(const Vector3f &vec, Mesh::FaceIndex iFace) | Shape::Geometry | |
translateFaces(const Vector3f &vec) | Shape::Geometry | |
triangle | Mesh::TriangleMesh | protected |
TriangleMesh() | Mesh::TriangleMesh | |
TriangleMesh(const Vertex3fArray &vertex) | Mesh::TriangleMesh | |
TriangleMesh(const TriangleMesh &other) | Mesh::TriangleMesh | |
update() | Shape::Geometry | |
Mesh::TriangleMesh::update(Handle index, const Vertex3f &vertex) | Tree::CubeTree | |
verticesToCArray() | Shape::Geometry | |
~CubeTree() | Tree::CubeTree | virtual |
~Geometry() | Shape::Geometry | virtual |
~TriangleMesh() | Mesh::TriangleMesh | |