#include <vector>#include <algorithm>#include <vcg/space/point3.h>#include <vcg/space/plane3.h>#include <vcg/space/segment3.h>#include <vcg/space/intersection3.h>#include <vcg/complex/edgemesh/allocate.h>#include <vcg/complex/trimesh/allocate.h>#include <vcg/complex/trimesh/subset.h>#include <vcg/complex/trimesh/closest.h>#include <vcg/complex/trimesh/base.h>

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Namespaces | |
| namespace | vcg |
* | |
Functions | |
| template<typename GridType , typename ScalarType > | |
| bool | vcg::Intersect (GridType &grid, Plane3< ScalarType > plane, std::vector< typename GridType::Cell * > &cells) |
| template<typename TriMeshType , class ScalarType , class IndexingType > | |
| bool | vcg::Intersection (Plane3< ScalarType > pl, IndexingType *grid, typename std::vector< typename TriMeshType::FaceType * > &v) |
| template<typename TriMeshType , typename EdgeMeshType , class ScalarType > | |
| bool | vcg::Intersection (TriMeshType &m, Plane3< ScalarType > pl, EdgeMeshType &em) |
| template<typename TriMeshType , typename EdgeMeshType , class ScalarType , class IndexingType > | |
| bool | vcg::Intersection (Plane3< ScalarType > pl, EdgeMeshType &em, double &ave_length, IndexingType *grid, typename std::vector< typename IndexingType::Cell * > &cells) |
| template<typename TriMeshType , class ScalarType , class IndexingType > | |
| void | vcg::IntersectionBallMesh (IndexingType *grid, TriMeshType &m, const vcg::Sphere3< ScalarType > &ball, TriMeshType &res, float tol=0) |
| template<typename TriMeshType , class ScalarType > | |
| void | vcg::IntersectionBallMesh (TriMeshType &m, const vcg::Sphere3< ScalarType > &ball, TriMeshType &res, float tol=0) |
| template<typename TriMeshType , class ScalarType > | |
| bool | vcg::IntersectionRayMesh (TriMeshType *m, const Line3< ScalarType > &ray, Point3< ScalarType > &hitPoint, ScalarType &bar1, ScalarType &bar2, ScalarType &bar3, typename TriMeshType::FacePointer fp) |
| template<typename TriMeshType , class ScalarType > | |
| bool | vcg::IntersectionRayMesh (TriMeshType *m, const Line3< ScalarType > &ray, Point3< ScalarType > &hitPoint) |