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| HalfEdgeMesh (HalfEdgeMesh halfEdge) |
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void | Generate () |
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void | SwapVertices (int index1, int index2) |
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int | GetHalfEdgeStartVertex (HalfEdge edge) |
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float | GetFaceArea (Face face) |
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IEnumerable< Vertex > | GetNeighbourVerticesEnumerator (Vertex vertex) |
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IEnumerable< HalfEdge > | GetNeighbourEdgesEnumerator (Vertex vertex) |
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IEnumerable< Face > | GetNeighbourFacesEnumerator (Vertex vertex) |
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List< int > | GetEdgeList () |
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bool | IsSplit (int halfEdgeIndex) |
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Mesh | inputMesh |
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Vector3 | scale = Vector3.one |
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bool | containsData = false |
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List< Vertex > | vertices = new List<Vertex>() |
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List< HalfEdge > | halfEdges = new List<HalfEdge>() |
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List< HalfEdge > | borderEdges = new List<HalfEdge>() |
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List< Face > | faces = new List<Face>() |
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List< Vector3 > | restNormals = new List<Vector3>() |
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List< Quaternion > | restOrientations = new List<Quaternion>() |
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List< int > | rawToWelded = new List<int>() |
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bool | ContainsData [get] |
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bool | closed [get] |
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float | area [get] |
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float | volume [get] |
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List<int> Obi.HalfEdgeMesh.GetEdgeList |
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Calculates and returns a list of all edges (note: not half-edges, but regular edges) in the mesh. Each edge is represented as the index of the first half-edge in the list that is part of the edge. This is O(2N) in both time and space, with N = number of edges.
bool Obi.HalfEdgeMesh.IsSplit |
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int |
halfEdgeIndex | ) |
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Returns true if the edge has been split in a vertex split operation. (as a result of tearing)
The documentation for this class was generated from the following file:
- Assets/Obi/Scripts/Cloth/DataStructures/HalfEdgeMesh.cs