Generation and processing of per-vertex and per-face colors according to various strategy.
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static int | PerVertexConstant (MeshType &m, Color4b vs=Color4b::White, bool selected=false) |
| This function colors all (or the selected) the vertices of a mesh.
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static int | PerFaceConstant (MeshType &m, Color4b vs=Color4b::White, bool selected=false) |
| This function colors all (or the selected) faces of a mesh.
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static int | PerTetraConstant (MeshType &m, Color4b vs=Color4b::White, bool selected=false) |
| This function colors all (or the selected) tetras of a mesh.
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static void | PerVertexFromTetra (MeshType &m) |
| Transfer tetra color onto vertex color.
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static void | PerVertexFromFace (MeshType &m) |
| Transfer face color onto vertex color.
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static void | PerFaceFromVertex (MeshType &m) |
| Transfer vertex color onto face color Plain average of the color of the vertexes on a given face.
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static void | PerVertexQualityRamp (MeshType &m, ScalarType minq=0., ScalarType maxq=0.) |
| This function colores all the faces of a mesh with a hue color shade dependent on the quality.
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static void | PerVertexQualityRampParula (MeshType &m, ScalarType minq=0., ScalarType maxq=0.) |
| This function colores all the faces of a mesh with a hue color shade dependent on the quality.
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static void | PerTetraQualityRamp (MeshType &m, ScalarType minq=0., ScalarType maxq=0., bool selected=false) |
| This function colores all the faces of a mesh with a hue color shade dependent on the quality.
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static void | PerFaceQualityRamp (MeshType &m, ScalarType minq=0, ScalarType maxq=0, bool selected=false) |
| This function colores all the faces of a mesh with a hue color shade dependent on the quality.
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static void | PerEdgeQualityRamp (MeshType &m, ScalarType minq=0, ScalarType maxq=0, bool selected=false) |
| This function colores all the edges of a mesh with a hue color shade dependent on the quality.
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static void | PerVertexQualityGray (MeshType &m, ScalarType minq=0, ScalarType maxq=0) |
| This function colores all the vertices of a mesh with a gray shade dependent on the quality.
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static void | PerFaceQualityGray (MeshType &m, ScalarType minq=0, ScalarType maxq=0) |
| This function colores all the faces of a mesh with a gray shade dependent on the quality.
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static void | PerVertexBorderFlag (MeshType &m, Color4b BorderColor=Color4b::Blue, Color4b InternalColor=Color4b::White, Color4b MixColor=Color4b::Cyan) |
| Color the vertexes of the mesh that are on the border.
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static void | PerFaceRandomConnectedComponent (MeshType &m) |
| This function colores the faces of connected components of a mesh randomly.
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static void | PerFaceRandom (MeshType &m) |
| This function colores the face of a mesh randomly.
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static void | PerVertexPerlinNoise (MeshType &m, CoordType period, CoordType offset=CoordType(0, 0, 0), bool onSelected=false) |
| Perlin Noise.
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static void | PerVertexPerlinColoring (MeshType &m, ScalarType period, CoordType offset=CoordType(0, 0, 0), Color4b color1=Color4b::Black, Color4b color2=Color4b::White, bool onSelected=false) |
| Perlin Color mixing.
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static void | PerVertexAddNoise (MeshType &m, int noiseBits, bool onSelected=false) |
| Simple Noise adding function. It simply add signed noise to the color of the mesh. The noise has uniform distribution and the amplitude is +/-2^(noisebits-1).
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static int | PerVertexThresholding (MeshType &m, float threshold, const Color4b c1=Color4< unsigned char >::Black, const Color4b c2=Color4< unsigned char >::White, const bool ProcessSelected=false) |
| Reduces vertex color the mesh to two colors according to a threshold.
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static int | PerVertexBrightness (MeshType &m, float amount, const bool ProcessSelected=false) |
| Apply the brightness filter, with the given amount, to the mesh.
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static int | PerVertexContrast (MeshType &m, float factor, const bool ProcessSelected=false) |
| Apply Contrast filter to the mesh with the given contrast factor.
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static int | PerVertexBrightnessContrast (MeshType &m, float brightness, float contrast, const bool ProcessSelected=false) |
| Apply Brightness and Contrast filter to the mesh, with the given contrast factor and brightness amount.
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static int | PerVertexInvert (MeshType &m, const bool ProcessSelected=false) |
| Invert the colors of the mesh.
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static int | PerVertexGamma (MeshType &m, float gamma, const bool ProcessSelected=false) |
| Apply the gamma correction filter, with the given gamma exponet, to the mesh.
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static int | PerVertexLevels (MeshType &m, float gamma, float in_min, float in_max, float out_min, float out_max, unsigned char rgbMask, const bool ProcessSelected=false) |
| Adjusts color levels of the mesh.
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static int | PerVertexColourisation (MeshType &m, Color4b c, float intensity, const bool ProcessSelected=false) |
| Colorize the mesh toward a given color.
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static int | PerVertexDesaturation (MeshType &m, int method, const bool ProcessSelected=false) |
| Desaturates the mesh according the a chosen desaturation method.
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static int | PerVertexEqualize (MeshType &m, unsigned int rgbMask, const bool ProcessSelected=false) |
| Histogram Color Equalization.
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static int | PerVertexWhiteBalance (MeshType &m, Color4b userColor, const bool ProcessSelected=false) |
| Simple white balancing filter.
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template<class MeshType>
class vcg::tri::UpdateColor< MeshType >
Generation and processing of per-vertex and per-face colors according to various strategy.
This class is used to compute per face or per vertex color with respect to a number of algorithms. There is a wide range of algorithms for processing vertex color in a photoshop-like mode (changing for example contrast, white balance, gamma) Basic Tools for mapping quality into a color according to standard color ramps are here.
Definition at line 52 of file color.h.