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static void | VertexConstant (MeshType &m, VertexQualityType q) |
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static void | VertexValence (UpdateMeshType &m) |
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static void | VertexClamp (MeshType &m, VertexQualityType qmin, VertexQualityType qmax) |
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static void | VertexNormalize (MeshType &m, VertexQualityType qmin=0.0, VertexQualityType qmax=1.0) |
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static void | FaceNormalize (MeshType &m, FaceQualityType qmin=0.0, FaceQualityType qmax=1.0) |
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static void | FaceConstant (MeshType &m, FaceQualityType q) |
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static void | FaceArea (MeshType &m) |
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static void | TetraConstant (MeshType &m, const TetraQualityType q) |
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static void | TetraFromVolume (MeshType &m) |
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static void | TetraFromAspectRatio (MeshType &m) |
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static void | VertexFromFace (MeshType &m, bool areaWeighted=true) |
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static void | VertexFromTetra (MeshType &m, bool volumeWeighted=true) |
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template<class HandleScalar > |
static void | VertexFromAttributeHandle (MeshType &m, typename MeshType::template PerVertexAttributeHandle< HandleScalar > &h) |
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static void | VertexFromAttributeName (MeshType &m, const std::string &AttrName) |
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template<class HandleScalar > |
static void | FaceFromAttributeHandle (MeshType &m, typename MeshType::template PerFaceAttributeHandle< HandleScalar > &h) |
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static void | FaceFromAttributeName (MeshType &m, const std::string &AttrName) |
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static void | FaceFromVertex (MeshType &m) |
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static void | VertexFromPlane (MeshType &m, const Plane3< ScalarType > &pl) |
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static void | VertexGaussianFromCurvatureDir (MeshType &m) |
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static void | VertexMeanFromCurvatureDir (MeshType &m) |
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static void | VertexMinCurvFromCurvatureDir (MeshType &m) |
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static void | VertexMaxCurvFromCurvatureDir (MeshType &m) |
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static void | VertexShapeIndexFromCurvatureDir (MeshType &m) |
| VertexShapeIndexFromCurvatureDir Compute from the current Curvature Direction the Shape Index S as defined by [Koenderink 1992] and store it in the per-vertex Quality. S = 2/pi atan(k1+k2/k1-k2) More...
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static void | VertexCurvednessFromCurvatureDir (MeshType &m) |
| VertexCurvednessFromCurvatureDir Compute from the current Curvature Direction the Curvedness as defined by [Koenderink 1992] and store it in the per-vertex Quality. C = Sqrt((k1*k1+k2*k2)/2.0) More...
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static void | VertexAbsoluteCurvatureFromHGAttribute (MeshType &m) |
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static void | VertexRMSCurvatureFromHGAttribute (MeshType &m) |
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static void | FaceSaturate (MeshType &m, FaceQualityType gradientThr=1.0) |
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static void | VertexSaturate (MeshType &m, ScalarType gradientThr=1.0) |
| Saturate Vertex Quality Saturate the vertex quality so that for each vertex the gradient of the quality field is lower than the given threshold value (in absolute value) The saturation is done in a conservative way (quality is always decreased and never increased) More...
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