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Packages that use Vec3D | |
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toxi.geom | |
toxi.geom.mesh | |
toxi.geom.mesh.subdiv |
Uses of Vec3D in toxi.geom |
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Subclasses of Vec3D in toxi.geom | |
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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 | |
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java.util.List<Vec3D> |
Spline3D.pointList
|
java.util.List<Vec3D> |
Spline3D.vertices
|
Methods in toxi.geom that return Vec3D | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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BezierPatch(Vec3D[][] points)
|
|
Vertex(Vec3D v,
int id)
|
|
WEVertex(Vec3D v,
int id)
|
Uses of Vec3D in toxi.geom.mesh.subdiv |
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Fields in toxi.geom.mesh.subdiv declared as Vec3D | |
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Vec3D |
MidpointDisplacementSubdivision.centroid
|
Vec3D |
DualDisplacementSubdivision.centroid
|
Methods in toxi.geom.mesh.subdiv that return types with arguments of type Vec3D | |
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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 | |
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DualDisplacementSubdivision(Vec3D centroid,
float ampA,
float ampB)
|
|
MidpointDisplacementSubdivision(Vec3D centroid,
float amount)
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