Manifold 1.0
Robust computational geometry
 
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Manifold Member List

This is the complete list of members for Manifold, including all inherited members.

AsOriginal() constManifold
BatchBoolean(const std::vector< Manifold > &manifolds, OpType op)Manifoldstatic
Boolean(const Manifold &second, OpType op) constManifold
BoundingBox() constManifold
CalculateCurvature(int gaussianIdx, int meanIdx) constManifold
CalculateNormals(int normalIdx, float minSharpAngle=60) constManifold
Compose(const std::vector< Manifold > &)Manifoldstatic
Cube(glm::vec3 size=glm::vec3(1.0f), bool center=false)Manifoldstatic
Cylinder(float height, float radiusLow, float radiusHigh=-1.0f, int circularSegments=0, bool center=false)Manifoldstatic
Decompose() constManifold
Error enum name (defined in Manifold)Manifold
Extrude(const CrossSection &crossSection, float height, int nDivisions=0, float twistDegrees=0.0f, glm::vec2 scaleTop=glm::vec2(1.0f))Manifoldstatic
Genus() constManifold
GetMesh() constManifold
GetMeshGL(glm::ivec3 normalIdx=glm::ivec3(0)) constManifold
GetProperties() constManifold
Hull() constManifold
Hull(const std::vector< Manifold > &manifolds)Manifoldstatic
Hull(const std::vector< glm::vec3 > &pts)Manifoldstatic
IsEmpty() constManifold
Manifold()Manifold
Manifold(const Manifold &other) (defined in Manifold)Manifold
Manifold(Manifold &&) noexcept (defined in Manifold)Manifold
Manifold(const MeshGL &, const std::vector< float > &propertyTolerance={})Manifold
Manifold(const Mesh &)Manifold
MatchesTriNormals() constManifold
MinGap(const Manifold &other, float searchLength) constManifold
Mirror(glm::vec3) constManifold
NumDegenerateTris() constManifold
NumEdge() constManifold
NumOverlaps(const Manifold &second) constManifold
NumProp() constManifold
NumPropVert() constManifold
NumTri() constManifold
NumVert() constManifold
operator+(const Manifold &) constManifold
operator+=(const Manifold &)Manifold
operator-(const Manifold &) constManifold
operator-=(const Manifold &)Manifold
operator=(const Manifold &other) (defined in Manifold)Manifold
operator=(Manifold &&) noexcept (defined in Manifold)Manifold
operator^(const Manifold &) constManifold
operator^=(const Manifold &)Manifold
OriginalID() constManifold
Precision() constManifold
Project() constManifold
Refine(int) constManifold
RefineToLength(float) constManifold
ReserveIDs(uint32_t)Manifoldstatic
Revolve(const CrossSection &crossSection, int circularSegments=0, float revolveDegrees=360.0f)Manifoldstatic
Rotate(float xDegrees, float yDegrees=0.0f, float zDegrees=0.0f) constManifold
Scale(glm::vec3) constManifold
SetProperties(int, std::function< void(float *, glm::vec3, const float *)>) constManifold
Slice(float height=0) constManifold
Smooth(const MeshGL &, const std::vector< Smoothness > &sharpenedEdges={})Manifoldstatic
Smooth(const Mesh &, const std::vector< Smoothness > &sharpenedEdges={})Manifoldstatic
SmoothByNormals(int normalIdx) constManifold
SmoothOut(float minSharpAngle=60, float minSmoothness=0) constManifold
Sphere(float radius, int circularSegments=0)Manifoldstatic
Split(const Manifold &) constManifold
SplitByPlane(glm::vec3 normal, float originOffset) constManifold
Status() constManifold
Tetrahedron()Manifoldstatic
Transform(const glm::mat4x3 &) constManifold
Translate(glm::vec3) constManifold
TrimByPlane(glm::vec3 normal, float originOffset) constManifold
Warp(std::function< void(glm::vec3 &)>) constManifold
WarpBatch(std::function< void(VecView< glm::vec3 >)>) constManifold
~Manifold() (defined in Manifold)Manifold