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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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