A collection of utility algorithms for generating triangulation and quadrangulation of an input topology. More...
Public Member Functions | |
HdMeshUtil (HdMeshTopology const *topology, SdfPath const &id) | |
HD_API void | ComputeTriangleIndices (VtVec3iArray *indices, VtIntArray *primitiveParams, VtIntArray *edgeIndices=nullptr) const |
Return a triangulation of the input topology. More... | |
HD_API bool | ComputeTriangulatedFaceVaryingPrimvar (void const *source, int numElements, HdType dataType, VtValue *triangulated) const |
Return a triangulation of a face-varying primvar. More... | |
HD_API void | ComputeQuadInfo (HdQuadInfo *quadInfo) const |
Generate a quadInfo struct for the input topology. More... | |
HD_API void | ComputeQuadIndices (VtVec4iArray *indices, VtIntArray *primitiveParams, VtVec2iArray *edgeIndices=nullptr) const |
Return quadrangulated indices of the input topology. More... | |
HD_API bool | ComputeQuadrangulatedPrimvar (HdQuadInfo const *qi, void const *source, int numElements, HdType dataType, VtValue *quadrangulated) const |
Return a quadrangulation of a per-vertex primvar. More... | |
HD_API bool | ComputeQuadrangulatedFaceVaryingPrimvar (void const *source, int numElements, HdType dataType, VtValue *quadrangulated) const |
Return a quadrangulation of a face-varying primvar. More... | |
HD_API void | EnumerateEdges (std::vector< GfVec2i > *edgeVerticesOut) const |
Return a buffer filled with face vertex index pairs corresponding to the sequence in which edges are visited when iterating through the mesh topology. More... | |
A collection of utility algorithms for generating triangulation and quadrangulation of an input topology.
Definition at line 82 of file meshUtil.h.
HD_API void ComputeQuadIndices | ( | VtVec4iArray * | indices, |
VtIntArray * | primitiveParams, | ||
VtVec2iArray * | edgeIndices = nullptr |
||
) | const |
Return quadrangulated indices of the input topology.
indices and primitiveParams are output parameters.
HD_API void ComputeQuadInfo | ( | HdQuadInfo * | quadInfo | ) | const |
Generate a quadInfo struct for the input topology.
HD_API bool ComputeQuadrangulatedFaceVaryingPrimvar | ( | void const * | source, |
int | numElements, | ||
HdType | dataType, | ||
VtValue * | quadrangulated | ||
) | const |
Return a quadrangulation of a face-varying primvar.
source is a buffer of size numElements and type corresponding to dataType (e.g. HdTypeFloatVec3); the result is a VtArray<T> of the correct type written to the variable "quadrangulated". This function returns false if it can't resolve dataType.
HD_API bool ComputeQuadrangulatedPrimvar | ( | HdQuadInfo const * | qi, |
void const * | source, | ||
int | numElements, | ||
HdType | dataType, | ||
VtValue * | quadrangulated | ||
) | const |
Return a quadrangulation of a per-vertex primvar.
source is a buffer of size numElements and type corresponding to dataType (e.g. HdTypeFloatVec3); the result is a VtArray<T> of the correct type written to the variable "quadrangulated". This function returns false if it can't resolve dataType.
HD_API void ComputeTriangleIndices | ( | VtVec3iArray * | indices, |
VtIntArray * | primitiveParams, | ||
VtIntArray * | edgeIndices = nullptr |
||
) | const |
Return a triangulation of the input topology.
indices and primitiveParams are output parameters.
HD_API bool ComputeTriangulatedFaceVaryingPrimvar | ( | void const * | source, |
int | numElements, | ||
HdType | dataType, | ||
VtValue * | triangulated | ||
) | const |
Return a triangulation of a face-varying primvar.
source is a buffer of size numElements and type corresponding to dataType (e.g. HdTypeFloatVec3); the result is a VtArray<T> of the correct type written to the variable "triangulated". This function returns false if it can't resolve dataType.
HD_API void EnumerateEdges | ( | std::vector< GfVec2i > * | edgeVerticesOut | ) | const |
Return a buffer filled with face vertex index pairs corresponding to the sequence in which edges are visited when iterating through the mesh topology.
The edges of degenerate and hole faces are included so that this sequence will correspond with either base face triangulation or quadrangulation (which typically skips over hole faces) as well as for refined surfaces which take into account faces tagged as holes as well as other non-manifold faces.