Definition MRAABBTree.h:16
GeodesicPathApprox
the algorithm to compute approximately geodesic path
Definition MREnums.h:100
WrapType
Definition MREnums.h:18
Turn
what way a path can follow in case of several alternatives
Definition MREnums.h:111
ColoringType
Definition MREnums.h:80
EdgeWeights
determines the weight of each edge in applications like Laplacian
Definition MREnums.h:44
FilterType
Definition MREnums.h:12
OffsetMode
Definition MREnums.h:71
MRMESH_API const char * asString(ColoringType ct)
returns string representation of enum values
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:57
OrientNormals
the method how to choose between two opposite normal orientations
Definition MREnums.h:64
UseAABBTree
Definition MREnums.h:92
Reorder
determines how points to be ordered
Definition MREnums.h:26
@ DijkstraBiDir
compute edge-only path by building it from start and end simultaneously
@ FastMarching
use Fast Marching algorithm
@ DijkstraAStar
compute edge-only path using A*-search algorithm
@ LinesColorMap
Use different color (taken from faces colormap) for each line (primitive for object lines)
@ VertsColorMap
Use different color (taken from verts colormap) for each vertex.
@ SolidColor
Use one color for whole object.
@ FacesColorMap
Use different color (taken from faces colormap) for each face (primitive for object mesh)
@ PrimitivesColorMap
Use different color (taken from faces colormap) for each primitive.
@ Cotan
edge weight depends on local geometry and uses cotangent values
@ Sharpening
create mesh using standard marching cubes with additional sharpening implemented in MeshLib
@ Smooth
create mesh using dual marching cubes from OpenVDB library
@ Standard
create mesh using standard marching cubes implemented in MeshLib
@ NeiArea
vertex mass depends on local geometry and proportional to the area of first-ring triangles
@ Unit
all vertices have same mass=1
@ YesIfAlreadyConstructed
AABB-tree of the mesh will be used even if it has to be constructed.
@ Yes
AABB-tree of the mesh will not be used, even if it is available.
@ Lexicographically
the order is determined by lexicographical sorting by coordinates (optimal for uniform sampling)
@ None
special value not to limit path in one slice
Definition MRVoxelPath.h:33
only for bindings generation
Definition MRCameraOrientationPlugin.h:8