Mask is a function from a position in a sequence to a boolean.
colored mesh
colored mesh
positions
color of mesh surface
colored mesh with normals
colored mesh with normals
meshed surface, positions
color of mesh surface
normal of mesh surface
compact a mesh: remove unreferenced points and triangles with invalid points, also respects external filters for points and triangles
indirected property, can be used to attach different materials
invertible surface correspondence
a general operation on mesh, can also alter surface properties
express correspondence of a triangulated surface to another triangulation, maps points on this surface to target surface
flexible mesh container with optional color and normals
flexible mesh container with optional color and normals
surface of mesh
optional surface color
optional surface normals
texture mapping for a property: texture image contains property values, textureMapping maps surface to texture domain
mesh with texture color
mesh with texture color
underlying surface mesh
color on surface, represented with a texture
surface property which is parameterized by a triangle-based indirection: vertex values per triangle, see old Gravis mesh format
use a target surface property through a surface correspondence Each lookup on this surface returns the property at the corresponding point of the underlying surface
use a target surface property through a surface correspondence Each lookup on this surface returns the property at the corresponding point of the underlying surface
type of property
surface property on target surface (underlying)
surface correspondence field mapping points in this triangulation to underlying triangulation
Companion object to construct masks from a pair of TriangleMesh[_3D] or UnstructuredPointsDomain.
Construct a discrete Lapalace-Beltrami operators from different types of weights.
provide basic geometric mesh operations, such as pruning, clipping, masking
Mask is a function from a position in a sequence to a boolean. A mask can be used to remove the same position in many sequences of values with the same length. This is usefull if the ordering has a semantical meaning, as for example in the case of the point or triangle lists in a TriangleMesh3D.
Boolean values if the given position is active or not.