MeshLib
 
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MRMeshFwd.h File Reference
#include <functional>

Go to the source code of this file.

Classes

struct  ThreeVertIds
 
struct  VariableEdgeTri
 

Namespaces

namespace  MR
 

Macros

#define MR_DOTNET_NAMESPACE_BEGIN   namespace MR { namespace DotNet {
 
#define MR_DOTNET_NAMESPACE_END   }}
 

Typedefs

using MR::Vector3f = Vector3<float>
 
using MR::Vector3i = Vector3<int>
 
using MR::Matrix3f = Matrix3 <float>
 
using MR::AffineXf3f = AffineXf<Vector3f>
 
using MR::Box3f = Box<Vector3f>
 
using VertId = int
 
using EdgeId = int
 
using FaceId = int
 
using Triangulation = List<ThreeVertIds>
 
using TriangulationReadOnly = ReadOnlyCollection<ThreeVertIds>
 
using EdgePath = List<EdgeId>
 
using EdgePathReadOnly = ReadOnlyCollection<EdgeId>
 
using VertBitSetReadOnly = BitSetReadOnly
 
using FaceBitSetReadOnly = BitSetReadOnly
 
using VertBitSet = BitSet
 
using FaceBitSet = BitSet
 
using VertMap = List<VertId>
 
using VertMapReadOnly = ReadOnlyCollection<VertId>
 
using FaceMap = List<FaceId>
 
using FaceMapReadOnly = ReadOnlyCollection<FaceId>
 
using VertCoords = List<Vector3f^>
 
using VertCoordsReadOnly = ReadOnlyCollection<Vector3f^>
 
using VertNormals = List<Vector3f^>
 
using VertNormalsReadOnly = ReadOnlyCollection<Vector3f^>
 
using FaceNormals = List<Vector3f^>
 
using FaceNormalsReadOnly = ReadOnlyCollection<Vector3f^>
 
using ContinousContour = List<VariableEdgeTri>
 
using ContinousContours = List<ContinousContour^>
 
using MR::ConvertToIntVector = std::function<Vector3i( const Vector3f& )>
 float-to-int coordinate converter
 
using MR::ConvertToFloatVector = std::function<Vector3f( const Vector3i& )>
 int-to-float coordinate converter
 

Macro Definition Documentation

◆ MR_DOTNET_NAMESPACE_BEGIN

#define MR_DOTNET_NAMESPACE_BEGIN   namespace MR { namespace DotNet {

◆ MR_DOTNET_NAMESPACE_END

#define MR_DOTNET_NAMESPACE_END   }}

Typedef Documentation

◆ ContinousContour

◆ ContinousContours

◆ EdgeId

using EdgeId = int

◆ EdgePath

using EdgePath = List<EdgeId>

◆ EdgePathReadOnly

using EdgePathReadOnly = ReadOnlyCollection<EdgeId>

◆ FaceBitSet

using FaceBitSet = BitSet

◆ FaceBitSetReadOnly

using FaceBitSetReadOnly = BitSetReadOnly

◆ FaceId

using FaceId = int

◆ FaceMap

using FaceMap = List<FaceId>

◆ FaceMapReadOnly

using FaceMapReadOnly = ReadOnlyCollection<FaceId>

◆ FaceNormals

using FaceNormals = List<Vector3f^>

◆ FaceNormalsReadOnly

using FaceNormalsReadOnly = ReadOnlyCollection<Vector3f^>

◆ Triangulation

using Triangulation = List<ThreeVertIds>

◆ TriangulationReadOnly

using TriangulationReadOnly = ReadOnlyCollection<ThreeVertIds>

◆ VertBitSet

using VertBitSet = BitSet

◆ VertBitSetReadOnly

using VertBitSetReadOnly = BitSetReadOnly

◆ VertCoords

using VertCoords = List<Vector3f^>

◆ VertCoordsReadOnly

using VertCoordsReadOnly = ReadOnlyCollection<Vector3f^>

◆ VertId

using VertId = int

◆ VertMap

using VertMap = List<VertId>

◆ VertMapReadOnly

using VertMapReadOnly = ReadOnlyCollection<VertId>

◆ VertNormals

using VertNormals = List<Vector3f^>

◆ VertNormalsReadOnly

using VertNormalsReadOnly = ReadOnlyCollection<Vector3f^>