OpenVDB: GeometryUtil.h File Reference

OpenVDB 8.1.0

Classes | Namespaces | Functions
GeometryUtil.h File Reference

Utility methods and tools for geometry processing. More...

`#include <openvdb/openvdb.h>`
`#include <openvdb/tools/MeshToVolume.h>`
`#include <openvdb/tree/LeafManager.h>`
`#include <openvdb/util/Util.h>`
`#include <GU/GU_Detail.h>`
`#include <algorithm>`
`#include <memory>`
`#include <string>`
`#include <vector>`

Go to the source code of this file.

## Classes
class | TransformOp
| TBB body object for threaded world to voxel space transformation and copy of points. More...
class | PrimCpyOp
| TBB body object for threaded primitive copy. More...
class | VertexNormalOp
| TBB body object for threaded vertex normal generation. More...
class | SharpenFeaturesOp
| TBB body object for threaded sharp feature construction. More...
class | GenAdaptivityMaskOp< IndexTreeType, BoolTreeType >
| TBB body object for threaded sharp feature construction. More...

## Namespaces
| openvdb_houdini

## Functions
OPENVDB_HOUDINI_API void | drawFrustum (GU_Detail &, const openvdb::math::Transform &, const UT_Vector3 *boxColor, const UT_Vector3 *tickColor, bool shaded, bool drawTicks=true)
| Add geometry to the given detail to indicate the extents of a frustum transform. More...
OPENVDB_HOUDINI_API openvdb::math::Transform::Ptr | frustumTransformFromCamera (OP_Node &, OP_Context &, OBJ_Camera &, float offset, float nearPlaneDist, float farPlaneDist, float voxelDepthSize=1.0, int voxelCountX=100)
| Construct a frustum transform from a Houdini camera. More...
OPENVDB_HOUDINI_API bool | pointInPrimGroup (GA_Offset ptnOffset, GU_Detail &, const GA_PrimitiveGroup &)
| Return `true` if the point at the given offset is referenced by primitives from a certain primitive group. More...
OPENVDB_HOUDINI_API std::unique_ptr< GU_Detail > | convertGeometry (const GU_Detail &, std::string &warning, Interrupter *)
| Convert geometry to quads and triangles. More...

## Detailed Description

Utility methods and tools for geometry processing.

Author
  FX R&D Simulation team