Basic Image AlgorithmS Library
2.8.0
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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::TriangleMesh | protected |
depthScale_ | BIAS::TriangleMesh | protected |
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::TriangleMesh | inline |
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::TriangleMesh | inline |
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::TriangleMesh | inline |
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::TriangleMesh | protected |
GetNormals(std::vector< BIAS::Vector3< double > > &normals) const | BIAS::TriangleMesh | inline |
GetNormalsRef() const | BIAS::TriangleMesh | inline |
GetTexCoords(std::vector< BIAS::Vector2< float > > &texCoo) const | BIAS::TriangleMesh | inline |
GetTexCoordsRef() const | BIAS::TriangleMesh | inline |
GetTexture(Image< unsigned char > &img) const | BIAS::TriangleMesh | inline |
GetTextureRef() const | BIAS::TriangleMesh | inline |
GetTriangleIndices(std::vector< BIAS::Vector< int > > &triangleIndices) const | BIAS::TriangleMesh | inline |
GetTriangleIndicesRef() const | BIAS::TriangleMesh | inline |
GetVertexColors(std::vector< BIAS::Vector4< unsigned char > > &colors) const | BIAS::TriangleMesh | inline |
GetVertices(std::vector< BIAS::Vector3< double > > &vertices) const | BIAS::TriangleMesh | inline |
GetVerticesRef() const | BIAS::TriangleMesh | inline |
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::TriangleMesh | protected |
maxAngle_ | BIAS::TriangleMesh | protected |
meshVertices_ | BIAS::TriangleMesh | protected |
minCornerAngle_ | BIAS::TriangleMesh | protected |
neighboursOfVertex_ | BIAS::TriangleMesh | protected |
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::TriangleMesh | inline |
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::TriangleMesh | inline |
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::TriangleMesh | inline |
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::TriangleMesh | protected |
sorted | BIAS::TriangleMesh | protected |
TestContraction(int v1, int v2, int edge, bool init=false) | BIAS::TriangleMesh | protected |
texture_ | BIAS::TriangleMesh | protected |
textureCoords_ | BIAS::TriangleMesh | protected |
ThreePointsToPlane_(Vector3< double > v1, Vector3< double > v2, Vector3< double > v3, Vector4< double > &erg) | BIAS::TriangleMesh | protected |
triangleIndices_ | BIAS::TriangleMesh | protected |
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::TriangleMesh | protected |
vertexColors_ | BIAS::TriangleMesh | protected |
vertexIsInThisPairs_ | BIAS::TriangleMesh | protected |
vertexIsInTriangles_ | BIAS::TriangleMesh | protected |
vertexNormals_ | BIAS::TriangleMesh | protected |