3DCoat Core API
The 3DCoat API documentation.
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coat::Volume Member List

This is the complete list of members for coat::Volume, including all inherited members.

addMesh(Mesh &mesh, const mat4 &transform=mat4::Identity)coat::Volume
assignLiveBooleans(int operation)coat::Volume
assignShader(const char *shaderName)coat::Volume
attributes(int cx, int cy, int cz, bool create, bool backup)coat::Volume
automaticMolding()coat::Volume
basRelief(const vec3 &start_point=vec3::Zero)coat::Volume
calcLocalSpaceAABB()coat::Volume
calcWorldSpaceAABB()coat::Volume
cell(int cx, int cy, int cz, bool create, bool backup)coat::Volume
checkIfMoldingLicenseAvailable()coat::Volumestatic
clear()coat::Volume
clearNoUndo()coat::Volume
closeHoles(int maxSize)coat::Volume
collapseBollTree()coat::Volume
color(DWORD CL)coat::Volumestatic
color(float r, float g, float b, float a)coat::Volumestatic
color(float r, float g, float b)coat::Volumestatic
color(const char *colorid)coat::Volumestatic
curveBasedMolding()coat::Volume
dirty(int cx, int cy, int cz)coat::Volume
enableVoxelsColoring(bool enable=true)coat::Volumestatic
findMoldingBottom()coat::Volume
findMoldingTest()coat::Volume
findMoldingTop()coat::Volume
generateMoldingCurves()coat::Volume
generateMoldingTest()coat::Volume
getExactDencity(int x, int y, int z, bool fromBackup, VolumeCache &cache_ref)coat::Volume
getInterpolatedValue(const vec3 &pos, bool fromBackup)coat::Volume
getPolycount()coat::Volume
getSquare()coat::Volume
getVolume()coat::Volume
gloss(float value)coat::Volumestatic
inScene()coat::Volume
insertMesh(Mesh &mesh, const mat4 &transform=mat4::Identity)coat::Volume
intersectWithMesh(Mesh &mesh, const mat4 &transform=mat4::Identity)coat::Volume
isSurface() constcoat::Volume
isVoxelized() constcoat::Volume
makeVoxelFigure(std::function< float(vec3)> densityFunction, const list< vec3 > &growCenters, bool Subtract=false, bool useTempLocation=false, bool overHidden=false, bool useColor=false)coat::Volume
mergeMesh(Mesh &mesh, const mat4 &transform=mat4::Identity, BoolOpType op=BOOL_MERGE)coat::Volume
mergeMeshWithTexture(Mesh &mesh, const mat4 &transform=mat4::Identity, BoolOpType op=BOOL_MERGE)coat::Volume
metal(float value)coat::Volumestatic
Obj (defined in coat::Volume)coat::Volumeprotected
relaxGpu(const vec3 &center, float Radius, float degree)coat::Volume
relaxOpenEdges(int nTimes)coat::Volume
relaxSurface(float degree, bool tangent=false, bool keep_sharp_boolean_edges=false)coat::Volume
relaxVoxels(int count)coat::Volume
removeFacesByWeight(std::function< float(const vec3 &)> weight)coat::Volume
removeMoldingShapes()coat::Volume
removeUndercuts()coat::Volume
roughness(float value)coat::Volumestatic
scanCells(const std::function< void(VolumeCell *vc)> &fn, bool multithreaded=false)coat::Volume
scanCells(const std::function< void(VolumeCellAttrib *vc)> &fn, bool multithreaded=false)coat::Volume
scanCells(const std::function< void(VolumeCellAttrib *vc, const tri_DWORD &T)> &fn, bool multithreaded=false)coat::Volume
scanCells(const std::function< void(VolumeCell *vc, const tri_DWORD &T)> &fn, bool multithreaded=false)coat::Volume
scanTriangles(const std::function< void(const MCVertex &v1, const MCVertex &v2, const MCVertex &v3)> &fn, bool multithreaded=false)coat::Volume
scanTriangles(const std::function< void(const Vector3D &v1, const Vector3D &v2, const Vector3D &v3)> &fn, bool multithreaded=false)coat::Volume
SceneElement (defined in coat::Volume)coat::Volumefriend
setAutomaticMoldingBox()coat::Volumestatic
setBoolShaderProperty(const char *property, bool value) (defined in coat::Volume)coat::Volume
setColorShaderProperty(const char *property, DWORD value) (defined in coat::Volume)coat::Volume
setFloatShaderProperty(const char *property, float value) (defined in coat::Volume)coat::Volume
setMoldingBorder(float width=0)coat::Volumestatic
setMoldingBox(float width, float length, float thickness)coat::Volumestatic
setMoldingParams(const vec3 &direction, float tapering_angle=0, float undercuts_density=1.0f, float decimation_limit_millions=10, bool perform_subtraction=true)coat::Volumestatic
setOpacity(float Opacity)coat::Volume
subtractMesh(Mesh &mesh, const mat4 &transform=mat4::Identity)coat::Volume
subtractWithoutUndecuts()coat::Volume
tb (defined in coat::Volume)coat::Volumeprotected
toSurface()coat::Volume
toVoxels()coat::Volume
tree()coat::Volume
valid() constcoat::Volume
vo()coat::Volume
Volume() (defined in coat::Volume)coat::Volume
Volume(VoxTreeBranch *tb) (defined in coat::Volume)coat::Volume
Volume(VolumeObject *vo) (defined in coat::Volume)coat::Volume
Volume(const Volume &vol) (defined in coat::Volume)coat::Volume