#define MRMESH_API
Definition MRMeshFwd.h:80
Definition MRAABBTree.h:16
GeodesicPathApprox
the algorithm to compute approximately geodesic path
Definition MREnums.h:106
WrapType
Definition MREnums.h:18
Turn
what way a path can follow in case of several alternatives
Definition MREnums.h:117
ColoringType
Definition MREnums.h:86
EdgeWeights
determines the weight of each edge in applications like Laplacian
Definition MREnums.h:44
FilterType
Definition MREnums.h:12
const char * asString(ColoringType ct)
returns string representation of enum values
RememberShape
Definition MREnums.h:56
OffsetMode
Definition MREnums.h:77
VertexMass
determines the weight or mass of each vertex in applications like Laplacian
Definition MREnums.h:34
Processing
typically returned from callbacks to control the behavior of main algorithm
Definition MREnums.h:63
OrientNormals
the method how to choose between two opposite normal orientations
Definition MREnums.h:70
UseAABBTree
Definition MREnums.h:98
Reorder
determines how points to be ordered
Definition MREnums.h:26
@ DijkstraBiDir
compute edge-only path by building it from start and end simultaneously
Definition MREnums.h:108
@ FastMarching
use Fast Marching algorithm
Definition MREnums.h:112
@ DijkstraAStar
compute edge-only path using A*-search algorithm
Definition MREnums.h:110
@ Clamp
Definition MREnums.h:21
@ Mirror
Definition MREnums.h:20
@ Repeat
Definition MREnums.h:19
@ Leftmost
Definition MREnums.h:118
@ Rightmost
Definition MREnums.h:119
@ LinesColorMap
Use different color (taken from faces colormap) for each line (primitive for object lines)
Definition MREnums.h:90
@ VertsColorMap
Use different color (taken from verts colormap) for each vertex.
Definition MREnums.h:91
@ SolidColor
Use one color for whole object.
Definition MREnums.h:87
@ FacesColorMap
Use different color (taken from faces colormap) for each face (primitive for object mesh)
Definition MREnums.h:89
@ PrimitivesColorMap
Use different color (taken from faces colormap) for each primitive.
Definition MREnums.h:88
@ Cotan
edge weight depends on local geometry and uses cotangent values
Definition MREnums.h:49
@ Linear
Definition MREnums.h:13
@ Discrete
Definition MREnums.h:14
@ Yes
true Laplacian mode when initial mesh shape is remembered and copied in apply
Definition MREnums.h:57
@ No
ignore initial mesh shape in the region and just position vertices smoothly in the region
Definition MREnums.h:58
@ Sharpening
create mesh using standard marching cubes with additional sharpening implemented in MeshLib
Definition MREnums.h:80
@ Smooth
create mesh using dual marching cubes from OpenVDB library
Definition MREnums.h:78
@ Standard
create mesh using standard marching cubes implemented in MeshLib
Definition MREnums.h:79
@ NeiArea
vertex mass depends on local geometry and proportional to the area of first-ring triangles
Definition MREnums.h:39
@ Unit
all vertices have same mass=1
Definition MREnums.h:36
@ Stop
Definition MREnums.h:65
@ Continue
Definition MREnums.h:64
@ AwayFromOrigin
Definition MREnums.h:72
@ TowardOrigin
Definition MREnums.h:71
@ Smart
Definition MREnums.h:73
@ YesIfAlreadyConstructed
AABB-tree of the mesh will be used even if it has to be constructed.
Definition MREnums.h:101
@ Lexicographically
the order is determined by lexicographical sorting by coordinates (optimal for uniform sampling)
Definition MREnums.h:28
@ None
special value not to limit path in one slice
Definition MRVoxelPath.h:33
only for bindings generation
Definition MRCameraOrientationPlugin.h:8