Vega FEM Library (v1.1) User's Manual - University of Southern ...
Vega FEM Library (v1.1) User's Manual - University of Southern ...
Vega FEM Library (v1.1) User's Manual - University of Southern ...
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void printInfo()<br />
Prints detailed information about the model.<br />
bool isTriangularMesh()<br />
bool isQuadrilateralMesh()<br />
Returns whether the mesh is triangular or quadrilateral.<br />
void triangulate()<br />
Subdivides faces so that the mesh consists only <strong>of</strong> triangular faces.<br />
void getBoundingBox(double expansionRatio, Vec3d * bmin, Vec3d * bmax)<br />
Return a bounding box <strong>of</strong> the mesh. The tightest fitting box is scaled by expansionRatio. For<br />
expansionRatio=1, one obtains the tight-fitting bounding box.<br />
Vec3d getPosition(int vertexIndex)<br />
Vec3d getTextureCoordinate(int textureCoordinateIndex)<br />
Vec3d getNormal(int normalIndex)<br />
Returns the vertex position, texture coordinate, or normal vector held at index vertexIndex,<br />
textureCoordinateIndex, normalIndex, in the global array <strong>of</strong> vertex position, texture coordinate, or normal<br />
vectors.<br />
Vec3d getPosition(Vertex & vertex)<br />
Vec3d getTextureCoordinate(Vertex & vertex)<br />
Vec3d getNormal(Vertex & vertex)<br />
Returns the vertex position, texture coordinate, or normal vector for the given vertex.<br />
void setPosition(int vertexIndex, Vec3d & position)<br />
void setTextureCoordinate(int textureCoordinateIndex, Vec3d & textureCoordinate)<br />
void setNormal(int normalIndex, Vec3d & normal)<br />
void setPosition(Vertex & vertex, Vec3d & position)<br />
void setTextureCoordinate(Vertex & vertex, Vec3d & textureCoordinate)<br />
void setNormal(Vertex & vertex, Vec3d & normal)<br />
Sets the vertex position, texture coordinate or normal in the array <strong>of</strong> global vertex positions, texture<br />
coordinates or normals. Returns the vertex position, texture coordinate, or normal vector for the given<br />
vertex.<br />
Material material(unsigned int index)<br />
Material * materialHandle(unsigned int index)<br />
Returns a copy <strong>of</strong> or a pointer to the material at index index in the global array <strong>of</strong> materials.<br />
size t getNum...()<br />
void add...(...)<br />
For each <strong>of</strong> Vertices, Faces, Normals, TextureCoordinates, Groups, or Materials, returns the number<br />
<strong>of</strong> them in the object, or adds a new one <strong>of</strong> them to the object.<br />
void buildFaceNormals()<br />
Calculates the geometric normals <strong>of</strong> each face (assuming counter-clockwise winding) and caches them in<br />
the ObjMesh::Face objects. This must be done before using any <strong>of</strong> the vertex-normal generation functions<br />
below.<br />
void buildVertexFaceNeighbors()<br />
void clearVertexFaceNeighbors()<br />
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