, including all inherited members.
_outer_loop (defined in Mesh) | Mesh | |
addEdge(const EdgeID ID, VertexID a, VertexID b, void *ptr) (defined in Mesh) | Mesh | |
addTriangle(const LoopID ID, const VertexID a, const VertexID b, const VertexID c, void *ptr) (defined in Mesh) | Mesh | |
addVertex(const VertexID ID, void *ptr) (defined in Mesh) | Mesh | |
change_origin(HalfEdge *half, HalfEdge *halfFace) (defined in Mesh) | Mesh | |
change_origin(HalfEdge *half) (defined in Mesh) | Mesh | |
ChangeOrigin(HalfEdge **half) (defined in Mesh) | Mesh | |
eliminate_edge(HalfEdge *half) (defined in Mesh) | Mesh | |
eliminate_face(HalfEdge *half) (defined in Mesh) | Mesh | |
existFace(const FaceID f) (defined in Mesh) | Mesh | |
getAllCycles(vector< CycleID > *list) (defined in Mesh) | Mesh | |
getAllFaces(vector< FaceID > *list) (defined in Mesh) | Mesh | |
getAllVertices(vector< VertexID > *list) (defined in Mesh) | Mesh | |
getBorderVertices(vector< VertexID > *list) (defined in Mesh) | Mesh | |
getBorderVertices(vector< void * > *list) (defined in Mesh) | Mesh | |
getCVertices(const CycleID f, vector< void * > *list) (defined in Mesh) | Mesh | |
getCVertices(const CycleID f, vector< VertexID > *list) (defined in Mesh) | Mesh | |
getEdge(const VertexID a, const VertexID b) (defined in Mesh) | Mesh | |
getFace(const VertexID a, const VertexID b) (defined in Mesh) | Mesh | |
getFAdjacentFacesPerEdge(const FaceID f, vector< FaceID > *list) (defined in Mesh) | Mesh | |
getFAdjacentFacesPerEdge(const FaceID f, vector< void * > *list) (defined in Mesh) | Mesh | |
getFGeomPtr(const FaceID a) (defined in Mesh) | Mesh | |
getFOneRingVertices(const FaceID f, vector< VertexID > *list) (defined in Mesh) | Mesh | |
getFVertices(const FaceID f, vector< void * > *list) (defined in Mesh) | Mesh | |
getFVertices(const FaceID f, vector< VertexID > *list) (defined in Mesh) | Mesh | |
getOuterL(const VertexID a, const VertexID b, const VertexID c) (defined in Mesh) | Mesh | |
getOuterLoop(const VertexID a, const VertexID b, const VertexID c) (defined in Mesh) | Mesh | |
getV(int ID, Vertex *vt) (defined in Mesh) | Mesh | |
getVFaces(const VertexID v, vector< FaceID > *list) (defined in Mesh) | Mesh | |
getVFaces(const VertexID v, vector< void * > *list) (defined in Mesh) | Mesh | |
getVGeomPtr(const VertexID a) (defined in Mesh) | Mesh | |
getVVertices(const VertexID v, vector< void * > *list) (defined in Mesh) | Mesh | |
getVVertices(const VertexID v, vector< VertexID > *list) (defined in Mesh) | Mesh | |
half_collapse(HalfEdge *half) (defined in Mesh) | Mesh | |
haveFDistinctAdjacentTrianglesPerEdge(const FaceID f) | Mesh | |
is_external(deque< Store_loop * > last_loop, HalfEdge *prev_half, HalfEdge *next_half) (defined in Mesh) | Mesh | |
isFOnBoundary(const FaceID f) (defined in Mesh) | Mesh | |
isOuterLoop(const CycleID ID) (defined in Mesh) | Mesh | |
isVOnBoundary(const VertexID v) (defined in Mesh) | Mesh | |
JoinVertices(HalfEdge *half, int close_ID) (defined in Mesh) | Mesh | |
lIterator (defined in Mesh) | Mesh | |
loops (defined in Mesh) | Mesh | |
Mesh() (defined in Mesh) | Mesh | |
numCycles() (defined in Mesh) | Mesh | |
numEdges() const (defined in Mesh) | Mesh | [inline] |
numFaces() (defined in Mesh) | Mesh | |
numVertices() const (defined in Mesh) | Mesh | [inline] |
Point_Border(HalfEdge *half) (defined in Mesh) | Mesh | |
Reduce(const FaceID ID, const VertexID vID, void *ptr) (defined in Mesh) | Mesh | |
Reduce3(const FaceID ID, const VertexID vID, void *ptr) (defined in Mesh) | Mesh | |
ReduceTriangleToPoint(const FaceID f, const VertexID vID, void *ptr) | Mesh | |
ReduceTriangleToPointL(const FaceID ID, const VertexID vID, void *ptr) (defined in Mesh) | Mesh | |
RemoveDegeneratedTriangles() (defined in Mesh) | Mesh | |
removeDummyCycle(const CycleID ID) (defined in Mesh) | Mesh | |
removeMesh() (defined in Mesh) | Mesh | |
SameFace(HalfEdge *h) (defined in Mesh) | Mesh | |
setFGeomPtr(const FaceID f, void *ptr) (defined in Mesh) | Mesh | |
setVGeomPtr(const VertexID a, void *ptr) (defined in Mesh) | Mesh | |
~Mesh() (defined in Mesh) | Mesh | [virtual] |