[][src]Struct gut::mesh::uniform_poly_mesh::TriMesh

pub struct TriMesh<T: Real> {
    pub vertex_positions: IntrinsicAttribute<[T; 3], VertexIndex>,
    pub indices: IntrinsicAttribute<[usize; 3], FaceIndex>,
    pub vertex_attributes: AttribDict<VertexIndex>,
    pub face_attributes: AttribDict<FaceIndex>,
    pub face_vertex_attributes: AttribDict<FaceVertexIndex>,
    pub face_edge_attributes: AttribDict<FaceEdgeIndex>,
}

Fields

vertex_positions: IntrinsicAttribute<[T; 3], VertexIndex>

Vertex positions.

indices: IntrinsicAttribute<[usize; 3], FaceIndex>

Triples of indices into vertices representing triangles.

vertex_attributes: AttribDict<VertexIndex>

Vertex attributes.

face_attributes: AttribDict<FaceIndex>

Triangle attributes.

face_vertex_attributes: AttribDict<FaceVertexIndex>

Triangle vertex attributes.

face_edge_attributes: AttribDict<FaceEdgeIndex>

Triangle edge attributes.

Methods

impl<T: Real> TriMesh<T>[src]

pub fn new(verts: Vec<[T; 3]>, indices: Vec<usize>) -> TriMesh<T>[src]

pub fn face_iter(&self) -> Iter<[usize; 3]>[src]

Iterate over each face.

pub fn face_iter_mut(&mut self) -> IterMut<[usize; 3]>[src]

Iterate mutably over each face.

pub fn face(&self, fidx: FaceIndex) -> &[usize; 3][src]

Face accessor. These are vertex indices.

pub fn faces(&self) -> &[[usize; 3]][src]

Return a slice of individual faces.

pub fn reverse(&mut self)[src]

Reverse the order of each polygon in this mesh.

pub fn reversed(self) -> Self[src]

Reverse the order of each polygon in this mesh. This is the consuming version of the reverse method.

pub fn sort_vertices_by_key<K, F>(&mut self, f: F) where
    F: FnMut(usize) -> K,
    K: Ord
[src]

Sort vertices by the given key values.

impl<T: Real> TriMesh<T>[src]

pub fn tri_iter<'a>(&'a self) -> impl Iterator<Item = Triangle<T>> + 'a[src]

Triangle iterator.

use gut::mesh::TriMesh;
use gut::prim::Triangle;

let verts = vec![[0.0, 0.0, 0.0], [0.0, 0.0, 1.0], [0.0, 1.0, 0.0]];
let mesh = TriMesh::new(verts.clone(), vec![0, 1, 2]);
let tri = Triangle::from_indexed_slice(&[0, 1, 2], verts.as_slice());
assert_eq!(Some(tri), mesh.tri_iter().next());

pub fn tri_from_indices(&self, indices: &[usize; 3]) -> Triangle<T>[src]

Get a tetrahedron primitive corresponding to the given vertex indices.

Trait Implementations

impl<T: Real> Merge for TriMesh<T>[src]

fn merge(&mut self, other: Self) -> &mut Self[src]

Attributes with the same name but different types won't be merged.

impl<T: Real> NumVertices for TriMesh<T>[src]

impl<T: Real> NumFaces for TriMesh<T>[src]

impl<T: Real> Attrib for TriMesh<T>[src]

impl<T: Real> VertexPositions for TriMesh<T>[src]

type Element = [T; 3]

impl<T: Real> FaceVertex for TriMesh<T>[src]

impl<T: Real> FaceEdge for TriMesh<T>[src]

impl<T: Real> VertexAttrib for TriMesh<T>[src]

impl<T: Real> FaceAttrib for TriMesh<T>[src]

impl<T: Real> FaceVertexAttrib for TriMesh<T>[src]

impl<T: Real> FaceEdgeAttrib for TriMesh<T>[src]

impl<T: Real> From<TriMesh<T>> for PointCloud<T>[src]

Convert a triangle mesh to a point cloud by erasing all triangle data.

impl<T: Real> From<TriMesh<T>> for PolyMesh<T>[src]

Convert a triangle mesh into a polygon mesh.

impl<T: Real> From<TetMesh<T>> for TriMesh<T>[src]

impl<T: Real> From<TriMesh<T>> for TriMeshExt<T>[src]

impl<T: Real> From<TriMeshExt<T>> for TriMesh<T>[src]

impl<T: Real> From<PolyMesh<T>> for TriMesh<T>[src]

Convert a triangle mesh to a polygon mesh.

impl<T: Clone + Real> Clone for TriMesh<T>[src]

impl<T: Real> Default for TriMesh<T>[src]

fn default() -> Self[src]

Produce an empty mesh. This is not particularly useful on its own, however it can be used as a null case for various mesh algorithms.

impl<T: PartialEq + Real> PartialEq<TriMesh<T>> for TriMesh<T>[src]

impl<T: Debug + Real> Debug for TriMesh<T>[src]

impl<T: Real> StructuralPartialEq for TriMesh<T>[src]

Auto Trait Implementations

impl<T> Send for TriMesh<T>

impl<T> Sync for TriMesh<T>

impl<T> Unpin for TriMesh<T> where
    T: Unpin

impl<T> UnwindSafe for TriMesh<T> where
    T: UnwindSafe

impl<T> RefUnwindSafe for TriMesh<T> where
    T: RefUnwindSafe

Blanket Implementations

impl<T, M> Scale<T> for M where
    M: VertexPositions<Element = [T; 3]>,
    T: BaseFloat
[src]

fn scale(&mut Self, [T; 3])[src]

Scale a mesh in 3D by a given vector of scale factors. s = [1.0; 3] corresponds to a noop.

impl<T, M> Rotate<T> for M where
    M: VertexPositions<Element = [T; 3]>,
    T: BaseFloat
[src]

fn rotate_by_matrix(&mut Self, [[T; 3]; 3])[src]

Rotate the mesh using the given column-major rotation matrix.

impl<T, M> Translate<T> for M where
    M: VertexPositions<Element = [T; 3]>,
    T: BaseFloat
[src]

fn translate(&mut Self, [T; 3])[src]

Translate the mesh by the given translation vector (displacement) t.

impl<S, T> Scaled<T> for S where
    S: Scale<T>,
    T: Copy
[src]

impl<S, T> Rotated<T> for S where
    S: Rotate<T>,
    T: BaseFloat
[src]

impl<S, T> Translated<T> for S where
    S: Translate<T>, 
[src]

impl<M, T> BoundingBox<T> for M where
    M: VertexPositions<Element = [T; 3]>,
    T: Real
[src]

fn bounding_box(&Self) -> BBox<T>[src]

Compute the bounding box of this object.

impl<M> Connectivity<VertexFaceIndex> for M where
    M: NumVertices + NumFaces + FaceVertex
[src]

impl<T> Bytes for T[src]

impl<M, T> VertexMesh<T> for M where
    M: Attrib + VertexAttrib + NumVertices + VertexPositions<Element = [T; 3]>,
    T: Real
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = !

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> Any for T where
    T: 'static + ?Sized
[src]