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## Uses of Class
toxi.geom.mesh.TriangleMesh

Packages that use TriangleMesh
toxi.geom.mesh |

Uses of TriangleMesh in toxi.geom.mesh

Subclasses of TriangleMesh in toxi.geom.mesh
`class` | `WETriangleMesh` A class to dynamically build, manipulate & export triangle meshes.

Methods in toxi.geom.mesh that return TriangleMesh
`TriangleMesh` | `TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c)`
`TriangleMesh` | `TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec2D uvA, Vec2D uvB, Vec2D uvC)`
`TriangleMesh` | `TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n)`
`TriangleMesh` | `TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n, Vec2D uvA, Vec2D uvB, Vec2D uvC)`
`TriangleMesh` | `TriangleMesh.addMesh(Mesh3D m)` Adds all faces from the given mesh to this one.
`TriangleMesh` | `TriangleMesh.clear()` Clears all counters, and vertex & face buffers.
`TriangleMesh` | `TriangleMesh.computeFaceNormals()` Re-calculates all face normals.
`TriangleMesh` | `TriangleMesh.computeVertexNormals()` Computes the smooth vertex normals for the entire mesh.
`TriangleMesh` | `TriangleMesh.copy()` Creates a deep clone of the mesh.
`TriangleMesh` | `TriangleMesh.faceOutwards()`
`TriangleMesh` | `TriangleMesh.flipVertexOrder()`
`TriangleMesh` | `TriangleMesh.flipYAxis()`
`TriangleMesh` | `TriangleMesh.getRotatedAroundAxis(Vec3D axis, float theta)`
`TriangleMesh` | `TriangleMesh.getRotatedX(float theta)`
`TriangleMesh` | `TriangleMesh.getRotatedY(float theta)`
`TriangleMesh` | `TriangleMesh.getRotatedZ(float theta)`
`TriangleMesh` | `TriangleMesh.getScaled(float scale)`
`TriangleMesh` | `TriangleMesh.getScaled(Vec3D scale)`
`TriangleMesh` | `TriangleMesh.getTranslated(Vec3D trans)`
`TriangleMesh` | `TriangleMesh.init(java.lang.String name, int numV, int numF)`
`TriangleMesh` | `TriangleMesh.pointTowards(ReadonlyVec3D dir)` Rotates the mesh in such a way so that its "forward" axis is aligned with the given direction.
`TriangleMesh` | `TriangleMesh.pointTowards(ReadonlyVec3D dir, ReadonlyVec3D forward)` Rotates the mesh in such a way so that its "forward" axis is aligned with the given direction.
`TriangleMesh` | `TriangleMesh.rotateAroundAxis(Vec3D axis, float theta)`
`TriangleMesh` | `TriangleMesh.rotateX(float theta)`
`TriangleMesh` | `TriangleMesh.rotateY(float theta)`
`TriangleMesh` | `TriangleMesh.rotateZ(float theta)`
`TriangleMesh` | `TriangleMesh.scale(float scale)`
`TriangleMesh` | `TriangleMesh.scale(Vec3D scale)`
`TriangleMesh` | `TriangleMesh.setName(java.lang.String name)`
`TriangleMesh` | `TriangleMesh.transform(Matrix4x4 mat)` Applies the given matrix transform to all mesh vertices and updates all face normals.
`TriangleMesh` | `TriangleMesh.transform(Matrix4x4 mat, boolean updateNormals)` Applies the given matrix transform to all mesh vertices.
`TriangleMesh` | `TriangleMesh.translate(Vec3D trans)`
`TriangleMesh` | `TriangleMesh.updateVertex(Vec3D orig, Vec3D newPos)`

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