VCG Library
vcg::tri::UpdateSelection< ComputeMeshType > Member List

This is the complete list of members for vcg::tri::UpdateSelection< ComputeMeshType >, including all inherited members.

Clear(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
EdgeAll(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
EdgeClear(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
EdgeCount(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
EdgeInvert(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceAll(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceClear(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceConnectedFF(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceCount(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceDilate(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceErode(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceFromBorderFlag(MeshType &m, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceFromQualityRange(MeshType &m, float minq, float maxq, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceFromVertexLoose(MeshType &m, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceFromVertexStrict(MeshType &m, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceInvert(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
FaceOutOfRangeEdge(MeshType &m, ScalarType MinEdgeThr, ScalarType MaxEdgeThr=(std::numeric_limits< ScalarType >::max)(), bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexAll(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexClear(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexCornerBorder(MeshType &m, ScalarType angleRad, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexCount(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexFromBorderFlag(MeshType &m, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexFromEdgeLoose(MeshType &m, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexFromFaceLoose(MeshType &m, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexFromFaceStrict(MeshType &m, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexFromQualityRange(MeshType &m, float minq, float maxq, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexInBox(MeshType &m, const Box3Type &bb, bool preserveSelection=false)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic
VertexInvert(MeshType &m)vcg::tri::UpdateSelection< ComputeMeshType >inlinestatic