 vcg::tri::Allocator< MeshType > | Class to safely add and delete elements in a mesh |
 vcg::tri::AnisotropicDistance< MeshType > | |
 vcg::tri::Append< MeshLeft, ConstMeshRight > | Class to safely duplicate and append (portion of) meshes |
 vcg::face::BitFlags< T > | Component: Per face Flags |
 vcg::vertex::BitFlags< T > | Component: Per vertex Flags |
 vcg::edge::BitFlags< T > | Component: Per edge Flags |
 vcg::tri::Clean< CleanMeshType > | Class of static functions to clean//restore meshs |
 vcg::vertex::Color< A, T > | Component: Per vertex Color |
 vcg::edge::Color< A, T > | Component: Per edge Color |
 vcg::vertex::Color< vcg::Color4b, TT > | |
 vcg::edge::Color< vcg::Color4b, TT > | |
 vcg::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 |
 vcg::vertex::Coord< vcg::Point3d, T > | |
  vcg::vertex::Coord3d< T > | Specialized Coord Component in double point precision |
 vcg::vertex::Coord< vcg::Point3f, T > | |
  vcg::vertex::Coord3f< T > | Specialized Coord Component in floating point precision |
 vcg::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 |
 vcg::vertex::Curvature< double, T > | |
 vcg::vertex::Curvature< float, T > | |
 vcg::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 |
 vcg::vertex::CurvatureDir< CurvatureDirBaseType< double >, T > | |
 vcg::vertex::CurvatureDir< CurvatureDirBaseType< float >, T > | |
 vcg::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: |
 vcg::edge::EFAdj< T > | Component: Edge-Face adjacency relation This component implement store the pointer to a face sharing this edge |
 vcg::face::FFAdj< T > | Component: Per Face Face-Face adjacency relation |
 vcg::tri::Geodesic< MeshType > | Class for computing approximate geodesic distances on a mesh |
 vcg::tri::HalfEdgeTopology< MeshType > | Class containing functions to modify the topology of a halfedge based mesh |
 vcg::tri::Inertia< MeshType > | Methods for computing Polyhedral Mass properties (like inertia tensor, volume, etc) |
 vcg::edge::Mark< T > | Component: Per edge Incremental Mark |
 vcg::face::Mark< T > | Per vertex Incremental Mark |
 vcg::vertex::Mark< T > | Per vertex Incremental Mark |
 vcg::vertex::Normal< A, T > | Generic Component: Normal of the vertex |
 vcg::vertex::Normal< vcg::Point3d, T > | |
  vcg::vertex::Normal3d< T > | Specialized Normal component in double point precision |
 vcg::vertex::Normal< vcg::Point3f, T > | |
  vcg::vertex::Normal3f< T > | Specialized Normal component in floating point precision |
 vcg::vertex::Normal< vcg::Point3s, T > | |
 vcg::tri::UpdateTopology< UpdateMeshType >::PEdge | Auxiliairy data structure for computing face face adjacency information |
 vcg::tri::UpdateTopology< UpdateMeshType >::PEdgeTex | Auxiliairy data structure for computing face face adjacency information |
 vcg::tri::UpdateTopology< UpdateMeshType >::PFace | Auxiliary data structure for computing tetra tetra adjacency information |
 vcg::tri::Allocator< MeshType >::PointerUpdater< SimplexPointerType > | Accessory class to update pointers after eventual reallocation caused by adding elements |
 vcg::tri::UpdateTopology< UpdateMeshType >::PVertexEdge | |
 vcg::edge::Quality< A, TT > | Component: Per edge quality |
 vcg::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 |
 vcg::vertex::Quality< double, TT > | |
 vcg::edge::Quality< double, TT > | |
 vcg::vertex::Quality< float, TT > | |
 vcg::edge::Quality< float, TT > | |
 vcg::vertex::Quality< short, TT > | |
 vcg::edge::Quality< short, TT > | |
 vcg::vertex::Radius< A, TT > | Component: Per vertex radius |
 vcg::vertex::Radius< float, TT > | |
 vcg::tri::SelectionStack< ComputeMeshType > | A stack for saving and restoring selection |
 vcg::tri::SurfaceSampling< MeshType, VertexSampler > | Main Class of the Sampling framework |
 vcg::vertex::TexCoord< A, TT > | Generic Component: Per vertex Texture Coords |
 vcg::vertex::TexCoord< TexCoord2< double, 1 >, TT > | |
  vcg::vertex::TexCoord2d< TT > | Specialized Texture component in double precision |
 vcg::vertex::TexCoord< TexCoord2< float, 1 >, TT > | |
  vcg::vertex::TexCoord2f< TT > | Specialized Texture component in floating point precision |
 vcg::vertex::TexCoord< TexCoord2< short, 1 >, TT > | |
 vcg::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 |
 vcg::tri::TrivialSampler< MeshType > | A basic sampler class that show the required interface used by the SurfaceSampling class |
 vcg::tri::UpdateBounding< ComputeMeshType > | This class is used to compute or update the bounding box of a mesh. |
 vcg::tri::UpdateColor< MeshType > | Generation and processing of per-vertex and per-face colors according to various strategy |
 vcg::tri::UpdateComponentEP< ComputeMeshType > | This class is used to compute or update the precomputed data used to efficiently compute point-face distances |
 vcg::tri::UpdateCurvature< MeshType > | Management, updating and computation of per-vertex and per-face normals |
 vcg::tri::UpdateCurvatureFitting< MeshType > | Computation of per-vertex directions and values of curvature |
 vcg::tri::UpdateFlags< UpdateMeshType > | Management, updating and computation of per-vertex and per-face flags (like border flags) |
 vcg::tri::UpdateHalfEdges< MeshType > | This class is used to build edge based data structure from indexed data structure and viceversa |
 vcg::tri::UpdateNormal< ComputeMeshType > | Management, updating and computation of per-vertex, per-face, and per-wedge normals |
 vcg::tri::UpdatePosition< ComputeMeshType > | This class is used to update vertex position according to a transformation matrix |
 vcg::tri::UpdateQuality< UpdateMeshType > | Generation of per-vertex and per-face qualities |
 vcg::tri::UpdateSelection< ComputeMeshType > | Management, updating and conditional computation of selections (per-vertex, per-edge, and per-face) |
 vcg::tri::UpdateTexture< ComputeMeshType > | This class is used to update/generate texcoord position according to various critera. |
 vcg::tri::UpdateTopology< UpdateMeshType > | Generation of per-vertex and per-face topological information |
 vcg::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 |
 vcg::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 |
 vcg::edge::VertexRef< T > | The references to the two vertexes of a edge |
 vcg::face::VertexRef< T > | The references to the vertexes of a triangular face |
 vcg::face::VFAdj< T > | Component: Per Face Vertex-Face adjacency relation |
 vcg::vertex::VFAdj< T > | Component: Per vertex Vertex-Face adjacency relation |