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Adds a cylinder to be drawn.
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Adds a face to the mesh.
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Adds a line to be drawn.
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Adds a sphere to be drawn.
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Adds a new vertex at the specified coordinate, and adds new faces to the model.
The new faces that will be created are: (in the correct orientation)
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Performs an "edge collapse": move the first vertex until it collapses with the second vertex. Because of this action 2 edges will be joined and 2 faces will be removed
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Does the same operation as edgeCollapse(), but shows it nicely on the screen. The first vertex is seen as moving towards the second vertex until they merge
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Get the coordinates of all the valid mesh vertices, including their IDs.
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Get all valid mesh faces, including their IDs.
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Get the current mesh's bounding box.
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Get the coordinate of the given vertex.
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Get the coordinates of the given vertices.
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Get a copy of a cylinder with a given ID.
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Get the number of cylinders to draw.
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Get the edge with the given ID.
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Get the total number of unique geometric edges in the mesh model. If an edge has 2 EdgeID's, the edge is counted only once.
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Get the total number of edges ID's in the mesh model. If an edge has 2 EdgeID's, both ID's will be counted.
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Get the face with the given ID.
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Get the neighborhood of the given face (its vertices, edges, and neighboring faces).
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Get the face associated with this half edge.
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Get the faces of the given faces IDs.
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Get the total number of faces in the mesh model.
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Get the name of the current VRML file.
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Get a copy of the current IndexedFaceSet which represents the mesh.
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Get the ID of the joined vertex between the two given edges.
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Get the ID of the edge joining the 2 given faces. Since the edge actually has 2 IDs (one when appearing in the first face, and another when appearing in the second face), this function actually returns both of the IDs
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Get the ID of the joined edge between the 2 given vertices. If the joined edge has 2 IDs, this function returns both of them. If it has only one (there's only one face connecting the two vertices), the ID is returned in eID1, and eID2 is -1
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Get the ID of the joined face of the 3 given vertices.
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Get a copy of a line with a given ID.
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Get the number of lines to draw.
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Get the width of a line with a given ID.
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Get the neighborhood of the given vertex (adjacent vertices, edges, and neighboring faces).
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Get the other edgeID of the edge with the given edgeID. Since each edge is actually made of 2 half-edges, each edge can have 2 EdgeID's (if there are 2 triangles attached to it).
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Get a copy of a sphere with a given ID.
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Get the number of spheres to draw.
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Get the total number of vertices in the mesh model.
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Get the 2 vertices which define the given edge.
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Checks whether there are any cylinders to draw.
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Checks whether there are any lines to draw.
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Checks whether there are any spheres to draw.
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Checks whether the given edge is on a boundary.
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Checks whether the given face is on a boundary.
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Checks whether the given vertex is on a boundary.
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Checks whether the model is empty (no vertices).
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Checks whether the data structures are empty (model is empty, and there are no lines, spheres and cylinders to draw).
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Checks whether the given cylinder id is valid.
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Checks whether the given edge id is valid.
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Checks whether the given face id is valid.
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Checks whether the given line id is valid.
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Checks whether the given sphere id is valid.
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Checks whether the given vertex id is valid.
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Loads a VRML file and renders it.
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Remove all cylinders.
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Remove all lines.
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Remove all spheres.
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Remove the given cylinder.
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Removes the given face.
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Remove the given line.
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Remove the given sphere.
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Remove the given vertex and all its incident edges and faces, leaving a hole where the faces were.
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Remove the given vertex and all its associated faces, then retriangulate the hole that was created, according to newFacesIndices. Each element in the list is a Face, which represents a new face to be created.
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Saves the current mesh to a VRML file.
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Move given vertex to a given location.
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Move given vertices to given locations.
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Set the cylinder's parameters.
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Sets the current model to be a copy of the given IndexedFaceSet.
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Set the line's coordinates.
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Set the width of a line with a given ID.
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Set the sphere's parameters (center and radius).
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Starts a new empty model (clears the current mesh and the screen).
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Split the given vertex to a new vertex, then move it to the given location. The left and right vertices define the vertices which will be attached to the new vertex. All the vertices between left and right (in ccw order) will become the adjacent vertices of the split vertex
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Saves the current mesh to a VRML file, saving all the highlighted vertices/edges/faces and their colors.
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