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static final int[] | PREV = new int[] { 2, 0, 1 } |
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static final int[] | NEXT = new int[] { 1, 2, 0 } |
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wblut.geom.WB_TriangleMesh.WB_TriangleMesh |
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final Collection<?extends WB_Coordinate > |
points, |
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final int |
faces[][] |
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wblut.geom.WB_TriangleMesh.WB_TriangleMesh |
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final WB_Coordinate[] |
points, |
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final int |
faces[][] |
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double [] wblut.geom.WB_TriangleMesh.DCurv |
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final int |
i | ) |
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double wblut.geom.WB_TriangleMesh.DCurvInvariant |
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final int |
i | ) |
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boolean wblut.geom.WB_TriangleMesh.isBoundary |
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final int |
v | ) |
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double wblut.geom.WB_TriangleMesh.K |
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final int |
i | ) |
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double wblut.geom.WB_TriangleMesh.k1 |
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final int |
i | ) |
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WB_Vector wblut.geom.WB_TriangleMesh.k1dir |
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final int |
i | ) |
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double wblut.geom.WB_TriangleMesh.k1max |
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double wblut.geom.WB_TriangleMesh.k1min |
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double wblut.geom.WB_TriangleMesh.k2 |
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final int |
i | ) |
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WB_Vector wblut.geom.WB_TriangleMesh.k2dir |
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final int |
i | ) |
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double wblut.geom.WB_TriangleMesh.k2max |
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double wblut.geom.WB_TriangleMesh.k2min |
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double wblut.geom.WB_TriangleMesh.Kmax |
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double wblut.geom.WB_TriangleMesh.Kmin |
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void wblut.geom.WB_TriangleMesh.updateCurvatures |
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void wblut.geom.WB_TriangleMesh.updateDCurvatures |
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void wblut.geom.WB_TriangleMesh.updateFaceNormals |
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void wblut.geom.WB_TriangleMesh.updateffNeighbors |
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void wblut.geom.WB_TriangleMesh.updatePointAreas |
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void wblut.geom.WB_TriangleMesh.updateVertexNormals |
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void wblut.geom.WB_TriangleMesh.updateVertexNormalsAngle |
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The normal of a vertex v computed as a weighted sum f the incident face normals. The weight is simply the angle of the involved wedge. Described in:
G. Thurmer, C. A. Wuthrich "Computing vertex normals from polygonal facets" Journal of Graphics Tools, 1998
void wblut.geom.WB_TriangleMesh.updateVertexNormalsArea |
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void wblut.geom.WB_TriangleMesh.updateVertexNormalsNoWeight |
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void wblut.geom.WB_TriangleMesh.updateVertexNormalsSqLength |
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The normal of a vertex v is computed according to the formula described by Nelson Max in Max, N., "Weights for Computing Vertex Normals from Facet Normals", Journal of Graphics Tools, 4(2) (1999) The weight for each wedge is the cross product of the two edge over the product of the square of the two edge lengths. According to the original paper it is perfect only for spherical surface, but it should perform well...
void wblut.geom.WB_TriangleMesh.updatevfNeighbors |
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void wblut.geom.WB_TriangleMesh.updatevvNeighbors |
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int [] wblut.geom.WB_TriangleMesh.vfNeighbors |
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final int |
i | ) |
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Initial value:= WB_GeometryFactory
.instance()
final int [] wblut.geom.WB_TriangleMesh.NEXT = new int[] { 1, 2, 0 } |
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final int [] wblut.geom.WB_TriangleMesh.PREV = new int[] { 2, 0, 1 } |
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The documentation for this class was generated from the following file: