Uses of Class
toxi.geom.Vec3D

Packages that use Vec3D
toxi.geom   
toxi.geom.mesh   
toxi.geom.mesh.subdiv   
 

Uses of Vec3D in toxi.geom
 

Subclasses of Vec3D in toxi.geom
 class AABB
          Axis-aligned bounding box with basic intersection features for Ray, AABB and Sphere classes.
 class Cone
          A geometric definition of a cone (and cylinder as a special case) with support for mesh creation/representation.
 class Plane
          Class to describe and work with infinite generic 3D planes.
 class PointOctree
          Implements a spatial subdivision tree to work efficiently with large numbers of 3D particles.
 class Ray3D
          A simple 3D ray datatype
 class Sphere
           
 

Fields in toxi.geom declared as Vec3D
 Vec3D Triangle3D.a
           
 Vec3D Line3D.a
           
 Vec3D Triangle3D.b
           
 Vec3D Line3D.b
           
 Vec3D Triangle3D.c
           
 Vec3D Triangle3D.centroid
           
 Vec3D[] Spline3D.coeffA
           
 Vec3D[] Spline3D.delta
           
 Vec3D Cone.dir
           
 Vec3D Triangle3D.normal
           
 Vec3D Plane.normal
           
 

Fields in toxi.geom with type parameters of type Vec3D
 java.util.List<Vec3D> Spline3D.pointList
           
 java.util.List<Vec3D> Spline3D.vertices
           
 

Methods in toxi.geom that return Vec3D
 Vec3D Vec3D.abs()
          Abs.
 Vec3D Vec3D.add(float a, float b, float c)
           
 Vec3D ReadonlyVec3D.add(float a, float b, float c)
          Adds vector {a,b,c} and returns result as new vector.
 Vec3D Vec3D.add(ReadonlyVec3D v)
           
 Vec3D ReadonlyVec3D.add(ReadonlyVec3D v)
           
 Vec3D Vec3D.add(Vec3D v)
           
 Vec3D ReadonlyVec3D.add(Vec3D v)
          Add vector v and returns result as new vector.
 Vec3D Vec3D.addSelf(Vec3D v)
          Adds vector v and overrides coordinates with result.
 Vec3D Matrix4x4.applyTo(ReadonlyVec3D v)
          Creates a copy of the given vector, transformed by this matrix.
 Vec3D Matrix4x4.applyToSelf(Vec3D v)
           
 Vec3D Vec2D.bisect(Vec2D b)
           
 Vec3D ReadonlyVec2D.bisect(Vec2D p)
          Computes the perpendicular bisector of two points.
 Vec3D Triangle3D.closestPointOnSurface(Vec3D p)
          Computes the the point closest to the current vector on the surface of triangle abc.
 Vec3D Line3D.closestPointTo(ReadonlyVec3D p)
          Computes the closest point on this line to the given one.
 Vec3D Triangle3D.computeCentroid()
           
 Vec3D Triangle3D.computeNormal()
           
 Vec3D Vec3D.constrain(AABB box)
          Forcefully fits the vector in the given AABB.
 Vec3D Vec3D.constrain(Vec3D min, Vec3D max)
          Forcefully fits the vector in the given AABB specified by the 2 given points.
 Vec3D Vec3D.copy()
           
 Vec3D ReadonlyVec3D.copy()
          Copy.
 Vec3D Vec3D.cross(ReadonlyVec3D v)
           
 Vec3D ReadonlyVec3D.cross(ReadonlyVec3D v)
          Calculates cross-product with vector v.
 Vec3D Vec3D.cross(Vec3D v)
           
 Vec3D Vec3D.crossInto(ReadonlyVec3D v, Vec3D result)
           
 Vec3D ReadonlyVec3D.crossInto(ReadonlyVec3D v, Vec3D result)
          Calculates cross-product with vector v.
 Vec3D Vec3D.crossSelf(Vec3D v)
          Calculates cross-product with vector v.
 Vec3D Vec3D.floor()
          Replaces the vector components with integer values of their current values.
 Vec3D Vec3D.frac()
          Replaces the vector components with the fractional part of their current values.
 Vec3D Triangle3D.fromBarycentric(ReadonlyVec3D p)
           
static Vec3D Vec3D.fromXYTheta(float theta)
          Creates a new vector from the given angle in the XY plane.
static Vec3D Vec3D.fromXZTheta(float theta)
          Creates a new vector from the given angle in the XZ plane.
static Vec3D Vec3D.fromYZTheta(float theta)
          Creates a new vector from the given angle in the YZ plane.
 Vec3D Vec3D.getAbs()
           
 Vec3D ReadonlyVec3D.getAbs()
          Gets the abs.
 Vec3D PointCloud.getCentroid()
           
 Vec3D Triangle3D.getClosestPointTo(ReadonlyVec3D p)
          Finds and returns the closest point on any of the triangle edges to the point given.
 Vec3D Vec3D.getConstrained(AABB box)
           
 Vec3D ReadonlyVec3D.getConstrained(AABB box)
          Creates a copy of the vector which forcefully fits in the given AABB.
 Vec3D Ray3D.getDirection()
          Returns a copy of the ray's direction vector.
 Vec3D Line3D.getDirection()
           
 Vec3D AABB.getExtent()
          Returns the current box size as new Vec3D instance (updating this vector will NOT update the box size! Use AABB.setExtent(ReadonlyVec3D) for those purposes)
 Vec3D Vec3D.getFloored()
           
 Vec3D ReadonlyVec3D.getFloored()
          Creates a new vector whose components are the integer value of their current values.
 Vec3D Vec3D.getFrac()
           
 Vec3D ReadonlyVec3D.getFrac()
          Creates a new vector whose components are the fractional part of their current values.
 Vec3D Vec3D.getInverted()
           
 Vec3D ReadonlyVec3D.getInverted()
          Scales vector uniformly by factor -1 ( v = -v ).
 Vec3D Vec3D.getLimited(float lim)
           
 Vec3D ReadonlyVec3D.getLimited(float lim)
          Creates a copy of the vector with its magnitude limited to the length given.
 Vec3D AABB.getMax()
           
 Vec3D Line3D.getMidPoint()
           
 Vec3D AABB.getMin()
           
 Vec3D Line3D.getNormal()
           
 Vec3D AABB.getNormalForPoint(ReadonlyVec3D p)
           
 Vec3D Vec3D.getNormalized()
           
 Vec3D ReadonlyVec3D.getNormalized()
          Produces the normalized version as a new vector.
 Vec3D Vec3D.getNormalizedTo(float len)
           
 Vec3D ReadonlyVec3D.getNormalizedTo(float len)
          Produces a new vector normalized to the given length.
 Vec3D Ray3D.getPointAtDistance(float dist)
          Returns the point at the given distance on the ray.
 Vec3D AxisAlignedCylinder.getPosition()
          Returns the cylinder's position (centroid).
 Vec3D Plane.getProjectedPoint(Vec3D p)
           
 Vec3D Vec3D.getReciprocal()
           
 Vec3D ReadonlyVec3D.getReciprocal()
          Returns a multiplicative inverse copy of the vector.
 Vec3D Vec3D.getReflected(ReadonlyVec3D normal)
           
 Vec3D ReadonlyVec3D.getReflected(ReadonlyVec3D normal)
           
 Vec3D Vec3D.getRotatedAroundAxis(ReadonlyVec3D axis, float theta)
           
 Vec3D ReadonlyVec3D.getRotatedAroundAxis(ReadonlyVec3D axis, float theta)
          Gets the rotated around axis.
 Vec3D Vec3D.getRotatedX(float theta)
           
 Vec3D ReadonlyVec3D.getRotatedX(float theta)
          Creates a new vector rotated by the given angle around the X axis.
 Vec3D Vec3D.getRotatedY(float theta)
           
 Vec3D ReadonlyVec3D.getRotatedY(float theta)
          Creates a new vector rotated by the given angle around the Y axis.
 Vec3D Vec3D.getRotatedZ(float theta)
           
 Vec3D ReadonlyVec3D.getRotatedZ(float theta)
          Creates a new vector rotated by the given angle around the Z axis.
 Vec3D Vec3D.getSignum()
           
 Vec3D ReadonlyVec3D.getSignum()
          Creates a new vector in which all components are replaced with the signum of their original values.
 Vec3D Vec3D.interpolateTo(ReadonlyVec3D v, float f)
           
 Vec3D ReadonlyVec3D.interpolateTo(ReadonlyVec3D v, float f)
          Interpolates the vector towards the given target vector, using linear interpolation.
 Vec3D Vec3D.interpolateTo(ReadonlyVec3D v, float f, InterpolateStrategy s)
           
 Vec3D ReadonlyVec3D.interpolateTo(ReadonlyVec3D v, float f, InterpolateStrategy s)
          Interpolates the vector towards the given target vector, using the given InterpolateStrategy.
 Vec3D Vec3D.interpolateTo(Vec3D v, float f)
           
 Vec3D Vec3D.interpolateTo(Vec3D v, float f, InterpolateStrategy s)
           
 Vec3D Vec3D.interpolateToSelf(ReadonlyVec3D v, float f)
          Interpolates the vector towards the given target vector, using linear interpolation.
 Vec3D Vec3D.interpolateToSelf(ReadonlyVec3D v, float f, InterpolateStrategy s)
          Interpolates the vector towards the given target vector, using the given InterpolateStrategy.
 Vec3D AABB.intersectsRay(Ray3D ray, float minDist, float maxDist)
          Calculates intersection with the given ray between a certain distance interval.
 Vec3D Vec3D.invert()
          Scales vector uniformly by factor -1 ( v = -v ), overrides coordinates with result.
 Vec3D Vec3D.jitter(float j)
          Add random jitter to the vector in the range -j ...
 Vec3D Vec3D.jitter(float jx, float jy, float jz)
          Adds random jitter to the vector in the range -j ...
 Vec3D Vec3D.jitter(java.util.Random rnd, float j)
           
 Vec3D Vec3D.jitter(java.util.Random rnd, float jx, float jy, float jz)
           
 Vec3D Vec3D.jitter(java.util.Random rnd, Vec3D jitterVec)
           
 Vec3D Vec3D.jitter(Vec3D jitterVec)
          Adds random jitter to the vector in the range defined by the given vector components and using the default Random generator of MathUtils.
 Vec3D Vec3D.limit(float lim)
          Limits the vector's magnitude to the length given.
static Vec3D Vec3D.max(ReadonlyVec3D a, ReadonlyVec3D b)
          Constructs a new vector consisting of the largest components of both vectors.
 Vec3D Vec3D.maxSelf(ReadonlyVec3D b)
          Max self.
static Vec3D Vec3D.min(ReadonlyVec3D a, ReadonlyVec3D b)
          Constructs a new vector consisting of the smallest components of both vectors.
 Vec3D Vec3D.minSelf(ReadonlyVec3D b)
          Min self.
 Vec3D Vec3D.modSelf(float base)
          Applies a uniform modulo operation to the vector, using the same base for all components.
 Vec3D Vec3D.modSelf(float bx, float by, float bz)
          Calculates modulo operation for each vector component separately.
 Vec3D Vec3D.normalize()
          Normalizes the vector so that its magnitude = 1.
 Vec3D Vec3D.normalizeTo(float len)
          Normalizes the vector to the given length.
static Vec3D Vec3D.randomVector()
          Static factory method.
static Vec3D Vec3D.randomVector(java.util.Random rnd)
          Static factory method.
 Vec3D Vec3D.reciprocal()
          Replaces the vector components with their multiplicative inverse.
 Vec3D Vec3D.reflect(ReadonlyVec3D normal)
           
 Vec3D Vec3D.rotateAroundAxis(ReadonlyVec3D axis, float theta)
          Rotates the vector around the giving axis.
 Vec3D Vec3D.rotateX(float theta)
          Rotates the vector by the given angle around the X axis.
 Vec3D Vec3D.rotateY(float theta)
          Rotates the vector by the given angle around the Y axis.
 Vec3D Vec3D.rotateZ(float theta)
          Rotates the vector by the given angle around the Z axis.
 Vec3D Vec3D.roundToAxis()
          Rounds the vector to the closest major axis.
 Vec3D Vec3D.scale(float s)
           
 Vec3D ReadonlyVec3D.scale(float s)
          Scales vector uniformly and returns result as new vector.
 Vec3D Vec3D.scale(float a, float b, float c)
           
 Vec3D ReadonlyVec3D.scale(float a, float b, float c)
          Scales vector non-uniformly and returns result as new vector.
 Vec3D Vec3D.scale(ReadonlyVec3D s)
           
 Vec3D ReadonlyVec3D.scale(ReadonlyVec3D s)
          Scales vector non-uniformly by vector v and returns result as new vector.
 Vec3D Vec3D.scale(Vec3D s)
           
 Vec3D Vec3D.scaleSelf(float s)
          Scales vector uniformly and overrides coordinates with result.
 Vec3D Vec3D.scaleSelf(float a, float b, float c)
          Scales vector non-uniformly by vector {a,b,c} and overrides coordinates with result.
 Vec3D Vec3D.scaleSelf(Vec3D s)
          Scales vector non-uniformly by vector v and overrides coordinates with result.
 Vec3D Vec3D.set(float x, float y, float z)
          Overrides coordinates with the given values.
 Vec3D AABB.set(float x, float y, float z)
          Updates the position of the box in space and calls AABB.updateBounds() immediately
 Vec3D Vec3D.set(ReadonlyVec3D v)
           
 Vec3D Vec3D.set(Vec3D v)
          Overrides coordinates with the ones of the given vector.
 Vec3D Vec3D.setComponent(int id, float val)
           
 Vec3D Vec3D.setComponent(Vec3D.Axis id, float val)
           
 Vec3D Vec3D.setXY(Vec2D v)
          Overrides XY coordinates with the ones of the given 2D vector.
 Vec3D Vec3D.shuffle(int iterations)
           
 Vec3D Vec3D.signum()
          Replaces all vector components with the signum of their original values.
 Vec3D Vec3D.sub(float a, float b, float c)
           
 Vec3D ReadonlyVec3D.sub(float a, float b, float c)
          Subtracts vector {a,b,c} and returns result as new vector.
 Vec3D Vec3D.sub(ReadonlyVec3D v)
           
 Vec3D ReadonlyVec3D.sub(ReadonlyVec3D v)
          Subtracts vector v and returns result as new vector.
 Vec3D Vec3D.sub(Vec3D v)
           
 Vec3D Vec3D.subSelf(float a, float b, float c)
          Subtracts vector {a,b,c} and overrides coordinates with result.
 Vec3D Vec3D.subSelf(Vec3D v)
          Subtracts vector v and overrides coordinates with result.
 Vec3D Sphere.tangentPlaneNormalAt(ReadonlyVec3D q)
          Calculates the normal vector on the sphere in the direction of the current point.
 Vec3D Vec2D.to3DXY()
           
 Vec3D ReadonlyVec2D.to3DXY()
          Creates a 3D version of this vector in the XY plane.
 Vec3D Vec2D.to3DXZ()
           
 Vec3D ReadonlyVec2D.to3DXZ()
          Creates a 3D version of this vector in the XZ plane.
 Vec3D Vec2D.to3DYZ()
           
 Vec3D ReadonlyVec2D.to3DYZ()
          Creates a 3D version of this vector in the YZ plane.
 Vec3D Triangle3D.toBarycentric(ReadonlyVec3D p)
           
 Vec3D Vec3D.toCartesian()
           
 Vec3D ReadonlyVec3D.toCartesian()
          Converts the spherical vector back into cartesian coordinates.
 Vec3D Vec3D.toSpherical()
           
 Vec3D ReadonlyVec3D.toSpherical()
          Converts the vector into spherical coordinates.
 

Methods in toxi.geom that return types with arguments of type Vec3D
 java.util.List<Vec3D> Spline3D.computeVertices(int res)
           Computes all curve vertices based on the resolution/number of subdivisions requested.
 java.util.List<Vec3D> Spline3D.getDecimatedVertices(float step)
          Computes a list of points along the spline which are uniformly separated by the given step distance.
 java.util.List<Vec3D> Spline3D.getDecimatedVertices(float step, boolean doAddFinalVertex)
          Computes a list of points along the spline which are uniformly separated by the given step distance.
 java.util.List<Vec3D> Spline3D.getPointList()
           
 java.util.List<Vec3D> PointOctree.getPoints()
           
 java.util.ArrayList<Vec3D> PointOctree.getPointsWithinBox(AABB b)
          Selects all stored points within the given axis-aligned bounding box.
 java.util.ArrayList<Vec3D> PointOctree.getPointsWithinSphere(Sphere s)
          Selects all stored points within the given sphere volume
 java.util.ArrayList<Vec3D> PointOctree.getPointsWithinSphere(Vec3D sphereOrigin, float clipRadius)
          Selects all stored points within the given sphere volume
 java.util.Iterator<Vec3D> PointCloud.iterator()
           
 java.util.List<Vec3D> Line3D.splitIntoSegments(java.util.List<Vec3D> segments, float stepLength, boolean addFirst)
           
static java.util.List<Vec3D> Line3D.splitIntoSegments(Vec3D a, Vec3D b, float stepLength, java.util.List<Vec3D> segments, boolean addFirst)
          Splits the line between A and B into segments of the given length, starting at point A.
 

Methods in toxi.geom with parameters of type Vec3D
 Vec3D Vec3D.add(Vec3D v)
           
 Vec3D ReadonlyVec3D.add(Vec3D v)
          Add vector v and returns result as new vector.
 boolean PointOctree.addPoint(Vec3D p)
          Adds a new point/particle to the tree structure.
 PointCloud PointCloud.addPoint(Vec3D p)
           
 Vec3D Vec3D.addSelf(Vec3D v)
          Adds vector v and overrides coordinates with result.
 Vec3D Matrix4x4.applyToSelf(Vec3D v)
           
 Vec3D Triangle3D.closestPointOnSurface(Vec3D p)
          Computes the the point closest to the current vector on the surface of triangle abc.
 Vec3D Vec3D.constrain(Vec3D min, Vec3D max)
          Forcefully fits the vector in the given AABB specified by the 2 given points.
static Triangle3D Triangle3D.createEquilateralFrom(Vec3D a, Vec3D b)
           
 Vec3D Vec3D.cross(Vec3D v)
           
 Vec3D Vec3D.crossInto(ReadonlyVec3D v, Vec3D result)
           
 Vec3D ReadonlyVec3D.crossInto(ReadonlyVec3D v, Vec3D result)
          Calculates cross-product with vector v.
 Vec3D Vec3D.crossSelf(Vec3D v)
          Calculates cross-product with vector v.
 float Vec3D.dot(Vec3D v)
           
static AABB AABB.fromMinMax(Vec3D min, Vec3D max)
          Creates a new instance from two vectors specifying opposite corners of the box
 float Ray3D.getDistanceToPoint(Vec3D p)
          Calculates the distance between the given point and the infinite line coinciding with this ray.
 float Plane.getDistanceToPoint(Vec3D p)
          Calculates distance from the plane to point P.
 java.util.ArrayList<Vec3D> PointOctree.getPointsWithinSphere(Vec3D sphereOrigin, float clipRadius)
          Selects all stored points within the given sphere volume
 Vec3D Plane.getProjectedPoint(Vec3D p)
           
 boolean Line3D.hasEndPoint(Vec3D p)
           
 Vec3D Vec3D.interpolateTo(Vec3D v, float f)
           
 Vec3D Vec3D.interpolateTo(Vec3D v, float f, InterpolateStrategy s)
           
 boolean Sphere.intersectSphereTriangle(Triangle3D t, Vec3D result)
          Considers the current vector as centre of a collision sphere with radius r and checks if the triangle abc intersects with this sphere.
 boolean AABB.intersectsSphere(Vec3D c, float r)
           
static boolean Triangle3D.isClockwiseInXY(Vec3D a, Vec3D b, Vec3D c)
           
static boolean Triangle3D.isClockwiseInXZ(Vec3D a, Vec3D b, Vec3D c)
           
static boolean Triangle3D.isClockwiseInYZ(Vec3D a, Vec3D b, Vec3D c)
           
 boolean Vec3D.isInAABB(Vec3D boxOrigin, Vec3D boxExtent)
           
 boolean ReadonlyVec3D.isInAABB(Vec3D boxOrigin, Vec3D boxExtent)
          Checks if the point is inside the given axis-aligned bounding box.
 Vec3D Vec3D.jitter(java.util.Random rnd, Vec3D jitterVec)
           
 Vec3D Vec3D.jitter(Vec3D jitterVec)
          Adds random jitter to the vector in the range defined by the given vector components and using the default Random generator of MathUtils.
 Line3D Line3D.offsetAndGrowBy(float offset, float scale, Vec3D ref)
           
 Vec3D Vec3D.scale(Vec3D s)
           
 Vec3D Vec3D.scaleSelf(Vec3D s)
          Scales vector non-uniformly by vector v and overrides coordinates with result.
 Quaternion Quaternion.set(float w, Vec3D v)
           
 Vec3D Vec3D.set(Vec3D v)
          Overrides coordinates with the ones of the given vector.
 Line3D Line3D.set(Vec3D a, Vec3D b)
           
 void Triangle3D.set(Vec3D a2, Vec3D b2, Vec3D c2)
           
 void AxisAlignedCylinder.setPosition(Vec3D pos)
           
static java.util.List<Vec3D> Line3D.splitIntoSegments(Vec3D a, Vec3D b, float stepLength, java.util.List<Vec3D> segments, boolean addFirst)
          Splits the line between A and B into segments of the given length, starting at point A.
 Vec3D Vec3D.sub(Vec3D v)
           
 Vec3D Vec3D.subSelf(Vec3D v)
          Subtracts vector v and overrides coordinates with result.
 

Method parameters in toxi.geom with type arguments of type Vec3D
 boolean PointOctree.addAll(java.util.Collection<Vec3D> points)
          Adds all points of the collection to the octree.
 PointCloud PointCloud.addAll(java.util.List<? extends Vec3D> plist)
           
 void PointOctree.removeAll(java.util.Collection<Vec3D> points)
           
 Spline3D Spline3D.setPointList(java.util.List<Vec3D> plist)
           
 java.util.List<Vec3D> Line3D.splitIntoSegments(java.util.List<Vec3D> segments, float stepLength, boolean addFirst)
           
static java.util.List<Vec3D> Line3D.splitIntoSegments(Vec3D a, Vec3D b, float stepLength, java.util.List<Vec3D> segments, boolean addFirst)
          Splits the line between A and B into segments of the given length, starting at point A.
 

Constructors in toxi.geom with parameters of type Vec3D
Line3D(Vec3D a, Vec3D b)
           
Plane(Vec3D origin, ReadonlyVec3D norm)
           
PointOctree(Vec3D o, float size)
          Constructs a new PointOctree node within the AABB cube volume: {o.x, o.y, o.z} ...
SphereIntersectorReflector(Vec3D o, float r)
           
Spline3D(Vec3D[] pointArray)
           
Spline3D(Vec3D[] pointArray, BernsteinPolynomial b, float tightness)
           
Triangle3D(Vec3D a, Vec3D b, Vec3D c)
           
 

Constructor parameters in toxi.geom with type arguments of type Vec3D
Spline3D(java.util.List<Vec3D> rawPoints)
           
Spline3D(java.util.List<Vec3D> rawPoints, BernsteinPolynomial b, float tightness)
           
 

Uses of Vec3D in toxi.geom.mesh
 

Subclasses of Vec3D in toxi.geom.mesh
 class Vertex
           
 class WEVertex
           
 

Fields in toxi.geom.mesh declared as Vec3D
 Vec3D Vertex.normal
           
 Vec3D Face.normal
           
 Vec3D[][] BezierPatch.points
           
 

Fields in toxi.geom.mesh with type parameters of type Vec3D
 java.util.LinkedHashMap<Vec3D,Vertex> TriangleMesh.vertices
          Vertex buffer & lookup index when adding new faces
 

Methods in toxi.geom.mesh that return Vec3D
 Vec3D TriangleMesh.computeCentroid()
           
 Vec3D Mesh3D.computeCentroid()
          Computes the mesh centroid, the average position of all vertices.
 Vec3D BezierPatch.computePointAt(float u, float v)
           
static Vec3D BezierPatch.computePointAt(float u, float v, Vec3D[][] points)
          Computes a single point on the bezier surface given by the 2d array of control points.
 Vec3D SurfaceFunction.computeVertexFor(Vec3D p, float phi, float theta)
           
 Vec3D SuperEllipsoid.computeVertexFor(Vec3D p, float phi, float theta)
           
 Vec3D SphericalHarmonics.computeVertexFor(Vec3D p, float phi, float theta)
           
 Vec3D SphereFunction.computeVertexFor(Vec3D p, float phi, float theta)
           
 Vec3D Face.getCentroid()
           
 

Methods in toxi.geom.mesh with parameters of type Vec3D
 WETriangleMesh WETriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c)
           
 TriangleMesh TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c)
           
 Mesh3D Mesh3D.addFace(Vec3D a, Vec3D b, Vec3D c)
          Adds the given 3 points as triangle face to the mesh.
 WETriangleMesh WETriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec2D uvA, Vec2D uvB, Vec2D uvC)
           
 TriangleMesh TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec2D uvA, Vec2D uvB, Vec2D uvC)
           
 Mesh3D Mesh3D.addFace(Vec3D a, Vec3D b, Vec3D c, Vec2D uvA, Vec2D uvB, Vec2D uvC)
          Adds the given 3 points as triangle face to the mesh and assigns the given texture coordinates to each vertex.
 WETriangleMesh WETriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n)
           
 TriangleMesh TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n)
           
 Mesh3D Mesh3D.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n)
           
 WETriangleMesh WETriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n, Vec2D uvA, Vec2D uvB, Vec2D uvC)
           
 TriangleMesh TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n, Vec2D uvA, Vec2D uvB, Vec2D uvC)
           
 Mesh3D Mesh3D.addFace(Vec3D a, Vec3D b, Vec3D c, Vec3D n, Vec2D uvA, Vec2D uvB, Vec2D uvC)
           
static Vec3D BezierPatch.computePointAt(float u, float v, Vec3D[][] points)
          Computes a single point on the bezier surface given by the 2d array of control points.
 Vec3D SurfaceFunction.computeVertexFor(Vec3D p, float phi, float theta)
           
 Vec3D SuperEllipsoid.computeVertexFor(Vec3D p, float phi, float theta)
           
 Vec3D SphericalHarmonics.computeVertexFor(Vec3D p, float phi, float theta)
           
 Vec3D SphereFunction.computeVertexFor(Vec3D p, float phi, float theta)
           
 void STLWriter.face(Vec3D a, Vec3D b, Vec3D c)
           
 void STLWriter.face(Vec3D a, Vec3D b, Vec3D c, int rgb)
           
 void STLWriter.face(Vec3D a, Vec3D b, Vec3D c, Vec3D normal, int rgb)
           
 WETriangleMesh WETriangleMesh.getRotatedAroundAxis(Vec3D axis, float theta)
           
 TriangleMesh TriangleMesh.getRotatedAroundAxis(Vec3D axis, float theta)
           
 WETriangleMesh WETriangleMesh.getScaled(Vec3D scale)
           
 TriangleMesh TriangleMesh.getScaled(Vec3D scale)
           
 WETriangleMesh WETriangleMesh.getTranslated(Vec3D trans)
           
 TriangleMesh TriangleMesh.getTranslated(Vec3D trans)
           
 WEVertex WETriangleMesh.getVertexAtPoint(Vec3D v)
           
 Vertex TriangleMesh.getVertexAtPoint(Vec3D v)
           
 void OBJWriter.normal(Vec3D n)
           
 WETriangleMesh WETriangleMesh.rotateAroundAxis(Vec3D axis, float theta)
           
 TriangleMesh TriangleMesh.rotateAroundAxis(Vec3D axis, float theta)
           
 WETriangleMesh WETriangleMesh.scale(Vec3D scale)
           
 TriangleMesh TriangleMesh.scale(Vec3D scale)
           
 BezierPatch BezierPatch.set(int x, int y, Vec3D p)
           
 void STLWriter.setScale(Vec3D s)
           
 WETriangleMesh WETriangleMesh.translate(Vec3D trans)
           
 TriangleMesh TriangleMesh.translate(Vec3D trans)
           
 TriangleMesh TriangleMesh.updateVertex(Vec3D orig, Vec3D newPos)
           
 void OBJWriter.vertex(Vec3D v)
           
 

Method parameters in toxi.geom.mesh with type arguments of type Vec3D
 VertexSelector VertexSelector.selectSimilar(java.util.Collection<? extends Vec3D> points)
          Selects vertices identical or closest to the ones given in the list of points.
 

Constructors in toxi.geom.mesh with parameters of type Vec3D
BezierPatch(Vec3D[][] points)
           
Vertex(Vec3D v, int id)
           
WEVertex(Vec3D v, int id)
           
 

Uses of Vec3D in toxi.geom.mesh.subdiv
 

Fields in toxi.geom.mesh.subdiv declared as Vec3D
 Vec3D MidpointDisplacementSubdivision.centroid
           
 Vec3D DualDisplacementSubdivision.centroid
           
 

Methods in toxi.geom.mesh.subdiv that return types with arguments of type Vec3D
 java.util.List<Vec3D> TriSubdivision.computeSplitPoints(WingedEdge edge)
           
abstract  java.util.List<Vec3D> SubdivisionStrategy.computeSplitPoints(WingedEdge edge)
          Computes a number of points on (or near) the given edge which are used for splitting the edge in smaller segments.
 java.util.List<Vec3D> NormalDisplacementSubdivision.computeSplitPoints(WingedEdge edge)
           
 java.util.List<Vec3D> MidpointSubdivision.computeSplitPoints(WingedEdge edge)
           
 java.util.List<Vec3D> MidpointDisplacementSubdivision.computeSplitPoints(WingedEdge edge)
           
 java.util.List<Vec3D> DualSubdivision.computeSplitPoints(WingedEdge edge)
           
 java.util.List<Vec3D> DualDisplacementSubdivision.computeSplitPoints(WingedEdge edge)
           
 

Constructors in toxi.geom.mesh.subdiv with parameters of type Vec3D
DualDisplacementSubdivision(Vec3D centroid, float ampA, float ampB)
           
MidpointDisplacementSubdivision(Vec3D centroid, float amount)