VCG Library
vcg::tri::SurfaceSampling< MeshType, VertexSampler > Member List

This is the complete list of members for vcg::tri::SurfaceSampling< MeshType, VertexSampler >, including all inherited members.

ComputePoissonDiskRadius(MeshType &origMesh, int sampleNum)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
EdgeMeshUniform(MeshType &m, VertexSampler &ps, float radius, EdgeSamplingStrategy strategy=Floor)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
EdgeMontecarlo(MeshType &m, VertexSampler &ps, int sampleNum, bool sampleAllEdges)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
EdgeSamplingStrategy enum namevcg::tri::SurfaceSampling< MeshType, VertexSampler >
FaceSubdivision(MeshType &m, VertexSampler &ps, int sampleNum, bool randSample)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
FaceSubdivisionOld(MeshType &m, VertexSampler &ps, int sampleNum, bool randSample)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
HierarchicalPoissonDisk(MeshType &origMesh, VertexSampler &ps, MeshType &montecarloMesh, ScalarType diskRadius, const struct PoissonDiskParam pp=PoissonDiskParam())vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
InitRadiusHandleFromQuality(MeshType &sampleMesh, PerVertexFloatAttribute &rH, ScalarType diskRadius, ScalarType radiusVariance, bool invert)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
Montecarlo(MeshType &m, VertexSampler &ps, int sampleNum)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
MontecarloPoisson(MeshType &m, VertexSampler &ps, int sampleNum)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
Poisson(double lambda)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
PoissonDiskPruning(VertexSampler &ps, MeshType &montecarloMesh, ScalarType diskRadius, PoissonDiskParam &pp)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
VertexAreaUniform(MeshType &m, VertexSampler &ps, int sampleNum)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
VertexBorder(MeshType &m, VertexSampler &ps)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
VertexBorderCorner(MeshType &m, VertexSampler &ps, ScalarType angleRad)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
VertexCrease(MeshType &m, VertexSampler &ps)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
VertexUniform(MeshType &m, VertexSampler &ps, int sampleNum, bool onlySelected)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
VertexWeighted(MeshType &m, VertexSampler &ps, int sampleNum)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic
WeightedMontecarlo(MeshType &m, VertexSampler &ps, int sampleNum, float variance)vcg::tri::SurfaceSampling< MeshType, VertexSampler >inlinestatic