VCG Library
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
oCvcg::tri::Allocator< MeshType >Class to safely add and delete elements in a mesh
oCvcg::tri::AnisotropicDistance< MeshType >
oCvcg::tri::Append< MeshLeft, ConstMeshRight >Class to safely duplicate and append (portion of) meshes
oCvcg::face::BitFlags< T >Component: Per face Flags
oCvcg::vertex::BitFlags< T >Component: Per vertex Flags
oCvcg::edge::BitFlags< T >Component: Per edge Flags
oCvcg::tri::Clean< CleanMeshType >Class of static functions to clean//restore meshs
oCvcg::vertex::Color< A, T >Component: Per vertex Color
oCvcg::edge::Color< A, T >Component: Per edge Color
oCvcg::vertex::Color< vcg::Color4b, TT >
oCvcg::edge::Color< vcg::Color4b, TT >
oCvcg::vertex::Coord< A, T >Generic Component: Geometric Position of the vertex Templated on the coordinate class. In practice you use one of the two specialized class Coord3f and Coord3d You can access to the coordinate of a vertex by mean of the P(),cP() member functions
oCvcg::vertex::Coord< vcg::Point3d, T >
|\Cvcg::vertex::Coord3d< T >Specialized Coord Component in double point precision
oCvcg::vertex::Coord< vcg::Point3f, T >
|\Cvcg::vertex::Coord3f< T >Specialized Coord Component in floating point precision
oCvcg::vertex::Curvature< A, TT >Component: Per vertex basic curvature This component keeps the mean an gaussian curvature for a vertex. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures
oCvcg::vertex::Curvature< double, T >
oCvcg::vertex::Curvature< float, T >
oCvcg::vertex::CurvatureDir< A, TT >Component: Per vertex curvature directions This component keep the principal curvature directions. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures
oCvcg::vertex::CurvatureDir< CurvatureDirBaseType< double >, T >
oCvcg::vertex::CurvatureDir< CurvatureDirBaseType< float >, T >
oCvcg::edge::EEAdj< T >Component: Edge-Edge adjacency relation This component implement store the pointer (and index) of the adjacent edges. If the vertex is 1-manifold (as in a classical polyline) it holds that:
oCvcg::edge::EFAdj< T >Component: Edge-Face adjacency relation This component implement store the pointer to a face sharing this edge
oCvcg::face::FFAdj< T >Component: Per Face Face-Face adjacency relation
oCvcg::tri::Geodesic< MeshType >Class for computing approximate geodesic distances on a mesh
oCvcg::tri::HalfEdgeTopology< MeshType >Class containing functions to modify the topology of a halfedge based mesh
oCvcg::tri::Inertia< MeshType >Methods for computing Polyhedral Mass properties (like inertia tensor, volume, etc)
oCvcg::edge::Mark< T >Component: Per edge Incremental Mark
oCvcg::face::Mark< T >Per vertex Incremental Mark
oCvcg::vertex::Mark< T >Per vertex Incremental Mark
oCvcg::vertex::Normal< A, T >Generic Component: Normal of the vertex
oCvcg::vertex::Normal< vcg::Point3d, T >
|\Cvcg::vertex::Normal3d< T >Specialized Normal component in double point precision
oCvcg::vertex::Normal< vcg::Point3f, T >
|\Cvcg::vertex::Normal3f< T >Specialized Normal component in floating point precision
oCvcg::vertex::Normal< vcg::Point3s, T >
oCvcg::tri::UpdateTopology< UpdateMeshType >::PEdgeAuxiliairy data structure for computing face face adjacency information
oCvcg::tri::UpdateTopology< UpdateMeshType >::PEdgeTexAuxiliairy data structure for computing face face adjacency information
oCvcg::tri::Allocator< MeshType >::PointerUpdater< SimplexPointerType >Accessory class to update pointers after eventual reallocation caused by adding elements
oCvcg::tri::UpdateTopology< UpdateMeshType >::PVertexEdge
oCvcg::vertex::Quality< A, TT >Component: Per vertex quality The Quality Component is a generic place for storing a float. The term 'quality' is a bit misleading and it is due to its original storic meaning. You should intend it as a general purpose container
oCvcg::edge::Quality< A, TT >Component: Per edge quality
oCvcg::vertex::Quality< double, TT >
oCvcg::edge::Quality< double, TT >
oCvcg::vertex::Quality< float, TT >
oCvcg::edge::Quality< float, TT >
oCvcg::vertex::Quality< short, TT >
oCvcg::edge::Quality< short, TT >
oCvcg::vertex::Radius< A, TT >Component: Per vertex radius
oCvcg::vertex::Radius< float, TT >
oCvcg::tri::SelectionStack< ComputeMeshType >A stack for saving and restoring selection
oCvcg::tri::SurfaceSampling< MeshType, VertexSampler >Main Class of the Sampling framework
oCvcg::vertex::TexCoord< A, TT >Generic Component: Per vertex Texture Coords
oCvcg::vertex::TexCoord< TexCoord2< double, 1 >, TT >
|\Cvcg::vertex::TexCoord2d< TT >Specialized Texture component in double precision
oCvcg::vertex::TexCoord< TexCoord2< float, 1 >, TT >
|\Cvcg::vertex::TexCoord2f< TT >Specialized Texture component in floating point precision
oCvcg::vertex::TexCoord< TexCoord2< short, 1 >, TT >
oCvcg::tri::TriSplit< TRIMESH_TYPE, CenterPoint >Triangle split Simple templated function for splitting a triangle with a internal point. It can be templated on a CenterPoint class that is used to generate the position of the internal point
oCvcg::tri::TrivialSampler< MeshType >A basic sampler class that show the required interface used by the SurfaceSampling class
oCvcg::tri::UpdateBounding< ComputeMeshType >This class is used to compute or update the bounding box of a mesh.
oCvcg::tri::UpdateColor< MeshType >Generation and processing of per-vertex and per-face colors according to various strategy
oCvcg::tri::UpdateComponentEP< ComputeMeshType >This class is used to compute or update the precomputed data used to efficiently compute point-face distances
oCvcg::tri::UpdateCurvature< MeshType >Management, updating and computation of per-vertex and per-face normals
oCvcg::tri::UpdateCurvatureFitting< MeshType >Computation of per-vertex directions and values of curvature
oCvcg::tri::UpdateFlags< UpdateMeshType >Management, updating and computation of per-vertex and per-face flags (like border flags)
oCvcg::tri::UpdateHalfEdges< MeshType >This class is used to build edge based data structure from indexed data structure and viceversa
oCvcg::tri::UpdateNormal< ComputeMeshType >Management, updating and computation of per-vertex, per-face, and per-wedge normals
oCvcg::tri::UpdatePosition< ComputeMeshType >This class is used to update vertex position according to a transformation matrix
oCvcg::tri::UpdateQuality< UpdateMeshType >Generation of per-vertex and per-face qualities
oCvcg::tri::UpdateSelection< ComputeMeshType >Management, updating and conditional computation of selections (per-vertex, per-edge, and per-face)
oCvcg::tri::UpdateTexture< ComputeMeshType >This class is used to update/generate texcoord position according to various critera.
oCvcg::tri::UpdateTopology< UpdateMeshType >Generation of per-vertex and per-face topological information
oCvcg::edge::VEAdj< T >Component: Per vertex Vertex-Edge adjacency relation companion component This component implement one element of the list of edges incident on a vertex. You must use this component only toghether with the corresponding vcg::vertex::VEAdj component in the vertex type
oCvcg::vertex::VEAdj< T >Component: Per vertex Vertex-Edge adjacency relation It stores a pointer to the first Edge of a list edges that is stored in a distributed way on the edges themselves
oCvcg::edge::VertexRef< T >The references to the two vertexes of a edge
oCvcg::face::VertexRef< T >The references to the vertexes of a triangular face
oCvcg::face::VFAdj< T >Component: Per Face Vertex-Face adjacency relation
\Cvcg::vertex::VFAdj< T >Component: Per vertex Vertex-Face adjacency relation