#include <DelaunayTriangulator>
◆ linelist
◆ DelaunayTriangulator() [1/3]
osgUtil::DelaunayTriangulator::DelaunayTriangulator |
( |
| ) |
|
◆ DelaunayTriangulator() [2/3]
◆ DelaunayTriangulator() [3/3]
◆ ~DelaunayTriangulator()
virtual osgUtil::DelaunayTriangulator::~DelaunayTriangulator |
( |
| ) |
|
|
protectedvirtual |
◆ addInputConstraint()
Add an input constraint loop. the edges of the loop will constrain the triangulation. if remove!=0, the internal triangles of the constraint will be removed; the user may the replace the constraint line with an equivalent geometry. GWM July 2005
◆ getindex()
◆ getInputPointArray() [1/2]
osg::Vec3Array * osgUtil::DelaunayTriangulator::getInputPointArray |
( |
| ) |
|
|
inline |
Get the input point array.
◆ getInputPointArray() [2/2]
const osg::Vec3Array * osgUtil::DelaunayTriangulator::getInputPointArray |
( |
| ) |
const |
|
inline |
Get the const input point array.
◆ getOutputNormalArray() [1/2]
osg::Vec3Array * osgUtil::DelaunayTriangulator::getOutputNormalArray |
( |
| ) |
|
|
inline |
Get the output normal array (optional).
◆ getOutputNormalArray() [2/2]
const osg::Vec3Array * osgUtil::DelaunayTriangulator::getOutputNormalArray |
( |
| ) |
const |
|
inline |
Get the const output normal array (optional).
◆ getTriangles() [1/2]
◆ getTriangles() [2/2]
◆ operator=()
◆ removeInternalTriangles()
void osgUtil::DelaunayTriangulator::removeInternalTriangles |
( |
DelaunayConstraint * |
constraint | ) |
|
remove the triangles internal to the constraint loops. (Line strips cannot remove any internal triangles).
◆ setInputPointArray()
void osgUtil::DelaunayTriangulator::setInputPointArray |
( |
osg::Vec3Array * |
points | ) |
|
|
inline |
Set the input point array.
◆ setOutputNormalArray()
void osgUtil::DelaunayTriangulator::setOutputNormalArray |
( |
osg::Vec3Array * |
normals | ) |
|
|
inline |
Set the output normal array (optional).
◆ triangulate()
bool osgUtil::DelaunayTriangulator::triangulate |
( |
| ) |
|
The documentation for this class was generated from the following file: