Basic Image AlgorithmS Library  2.8.0
 All Classes Namespaces Functions Variables Typedefs Enumerations Enumerator Friends Groups Pages
BIAS::TriangleMesh Member List

This is the complete list of members for BIAS::TriangleMesh, including all inherited members.

ChangeTexture(const BIAS::Image< unsigned char > &texture)BIAS::TriangleMesh
currentIndex_BIAS::TriangleMeshprotected
depthScale_BIAS::TriangleMeshprotected
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, const BIAS::Image< unsigned char > &Texture)BIAS::TriangleMesh
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, BIAS::PMatrix &P, const BIAS::Image< unsigned char > &Texture)BIAS::TriangleMesh
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, BIAS::Projection &P, const BIAS::Image< unsigned char > &Texture, BIAS::Projection &TexP, bool reduce, double reduceValue)BIAS::TriangleMesh
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, BIAS::PMatrix &P, const BIAS::Image< unsigned char > &Texture, const ROI &cutout)BIAS::TriangleMesh
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, BIAS::Projection &P, const BIAS::Image< unsigned char > &Texture, BIAS::Projection &TexP, const unsigned int distBetweenPoints=1)BIAS::TriangleMesh
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, BIAS::Projection &P, const BIAS::Image< unsigned char > &Texture, const unsigned int distBetweenPoints=1)BIAS::TriangleMeshinline
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, BIAS::Projection &DepthP, const BIAS::Image< unsigned char > &Texture, BIAS::Projection &TexP, const unsigned int x0, const unsigned int y0, const unsigned int width, const unsigned int height, const unsigned int distBetweenPoints=1)BIAS::TriangleMesh
GenerateDenseMesh(const BIAS::Image< float > &DenseDepthMap, BIAS::Projection &DepthP, const BIAS::Image< unsigned char > &Texture, const unsigned int x0, const unsigned int y0, const unsigned int width, const unsigned int height, const unsigned int distBetweenPoints=1)BIAS::TriangleMeshinline
GenerateImagePlane(const BIAS::Projection &P, const BIAS::Image< unsigned char > &Texture, const double &w=1.0)BIAS::TriangleMesh
GenerateSimplifiedMesh(const Image< float > &DenseDepthMap, const Projection &P, const Image< unsigned char > &Texture, const unsigned int x0, const unsigned int y0, const unsigned int width, const unsigned int height, double minCosAngle=0.8, double maxDiagRatio=3.0)BIAS::TriangleMeshinline
GenerateSimplifiedMesh(const Image< float > &DenseDepthMap, const Projection &P, const Image< unsigned char > &Texture, const Projection &TexP, const unsigned int x0, const unsigned int y0, const unsigned int width, const unsigned int height, double minCosAngle=0.8, double maxDiagRatio=3.0)BIAS::TriangleMesh
GenerateTexturedCamera(const ProjectionParametersBase *PPB, Image< unsigned char > &rgbtexture, const double &scale=1.0, const double &opacity=1.0, const double &resolution=1.0)BIAS::TriangleMesh
GenerateTexturedQuad(const Image< unsigned char > &Texture, const Vector3< double > &UL, const Vector3< double > &UR, const Vector3< double > &LL, const Vector3< double > &LR, const Vector2< double > &ul, const Vector2< double > &ur, const Vector2< double > &ll, const Vector2< double > &lr, const Vector3< double > &normal=Vector3< double >(0, 0, 0))BIAS::TriangleMesh
GenerateTexturedQuad(PMatrix P, const Image< unsigned char > &Texture, const Vector3< double > &UL, const Vector3< double > &UR, const Vector3< double > &LL, const Vector3< double > &LR, const Vector3< double > &normal=Vector3< double >(0, 0, 0))BIAS::TriangleMesh
GenerateTexturedQuadStrip(const Image< unsigned char > &Texture, const std::vector< Vector3< double > > &X, const std::vector< Vector2< double > > &x)BIAS::TriangleMesh
GenerateTexturedQuadStrip(const Projection &P, const Image< unsigned char > &Texture, const std::vector< Vector3< double > > &X)BIAS::TriangleMesh
GenerateVertexNormals(bool leftHanded=true, Vector3< double > normalForUnusedVertices=Vector3< double >(-1.0, 0.0, 0.0))BIAS::TriangleMesh
GetBiggestConnectedSegment(TriangleMesh &biggestSegment) const BIAS::TriangleMesh
GetBoundingBox(Vector3< double > &minPoint, Vector3< double > &maxPoint) const BIAS::TriangleMesh
GetNeighbours_(int v1, int v2, std::vector< int > &dead_triangles, std::vector< int > &moved_triangles, int &moved_pivot)BIAS::TriangleMeshprotected
GetNormals(std::vector< BIAS::Vector3< double > > &normals) const BIAS::TriangleMeshinline
GetNormalsRef() const BIAS::TriangleMeshinline
GetTexCoords(std::vector< BIAS::Vector2< float > > &texCoo) const BIAS::TriangleMeshinline
GetTexCoordsRef() const BIAS::TriangleMeshinline
GetTexture(Image< unsigned char > &img) const BIAS::TriangleMeshinline
GetTextureRef() const BIAS::TriangleMeshinline
GetTriangleIndices(std::vector< BIAS::Vector< int > > &triangleIndices) const BIAS::TriangleMeshinline
GetTriangleIndicesRef() const BIAS::TriangleMeshinline
GetVertexColors(std::vector< BIAS::Vector4< unsigned char > > &colors) const BIAS::TriangleMeshinline
GetVertices(std::vector< BIAS::Vector3< double > > &vertices) const BIAS::TriangleMeshinline
GetVerticesRef() const BIAS::TriangleMeshinline
MakeTriangles_(const Projection &P, const Projection &TexP, const BIAS::Image< unsigned char > &Texture, std::vector< Image< float > > &depthmaps, float x, float y, float offset, float minoffset, double minCosAngle, double maxDiagRatio, bool simulateOnly)BIAS::TriangleMeshprotected
maxAngle_BIAS::TriangleMeshprotected
meshVertices_BIAS::TriangleMeshprotected
minCornerAngle_BIAS::TriangleMeshprotected
neighboursOfVertex_BIAS::TriangleMeshprotected
SetMesh(BIAS::Image< unsigned char > texture, std::vector< BIAS::Vector3< double > > meshVertices, std::vector< BIAS::Vector3< double > > vertexNormals, std::vector< BIAS::Vector2< float > > textureCoords, std::vector< BIAS::Vector< int > > triangleIndices)BIAS::TriangleMeshinline
SetMesh(std::vector< BIAS::Vector3< double > > meshVertices, std::vector< BIAS::Vector3< double > > vertexNormals, std::vector< BIAS::Vector2< float > > textureCoords, std::vector< BIAS::Vector< int > > triangleIndices, BIAS::Image< unsigned char > texture=Image< unsigned char >())BIAS::TriangleMeshinline
SetMesh(std::vector< BIAS::Vector3< double > > meshVertices, std::vector< BIAS::Vector3< double > > vertexNormals, std::vector< BIAS::Vector4< unsigned char > > vertexColors, std::vector< BIAS::Vector< int > > triangleIndices)BIAS::TriangleMeshinline
SetParams(const double &minCornerAngle=M_PI *5.0/180.0, const double &maxAngle=M_PI *60.0/180.0, const double depthScale=1.0)BIAS::TriangleMesh
SimplifyMeshSurface_(const BIAS::Image< unsigned char > &Texture, BIAS::Projection &TexP, double reduceValue)BIAS::TriangleMeshprotected
sortedBIAS::TriangleMeshprotected
TestContraction(int v1, int v2, int edge, bool init=false)BIAS::TriangleMeshprotected
texture_BIAS::TriangleMeshprotected
textureCoords_BIAS::TriangleMeshprotected
ThreePointsToPlane_(Vector3< double > v1, Vector3< double > v2, Vector3< double > v3, Vector4< double > &erg)BIAS::TriangleMeshprotected
triangleIndices_BIAS::TriangleMeshprotected
TriangleMesh(const double &minCornerAngle=M_PI *5.0/180.0, const double &maxAngle=M_PI *60.0/180.0, const double depthScale=1.0)BIAS::TriangleMesh
validPairs_BIAS::TriangleMeshprotected
vertexColors_BIAS::TriangleMeshprotected
vertexIsInThisPairs_BIAS::TriangleMeshprotected
vertexIsInTriangles_BIAS::TriangleMeshprotected
vertexNormals_BIAS::TriangleMeshprotected