Uses of Class
toxi.geom.Vec3D

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

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 Triangle.a
           
 Vec3D Line3D.a
           
 Vec3D Triangle.b
           
 Vec3D Line3D.b
           
 Vec3D Triangle.c
           
 Vec3D Triangle.centroid
           
 Vec3D[] Spline3D.coeffA
           
 Vec3D[] Spline3D.delta
           
 Vec3D Cone.dir
           
static Vec3D Vec3D.MAX_VALUE
          Defines vector with all coords set to Float.MAX_VALUE.
static Vec3D Vec3D.MIN_VALUE
          Defines vector with all coords set to Float.MIN_VALUE.
 Vec3D Triangle.normal
           
 Vec3D Plane.normal
           
 Vec3D[] Quad.vertices
           
static Vec3D Vec3D.X_AXIS
          Defines positive X axis.
static Vec3D Vec3D.Y_AXIS
          Defines positive Y axis.
static Vec3D Vec3D.Z_AXIS
          Defines positive Z axis.
static Vec3D Vec3D.ZERO
          Defines the zero vector.
 

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)
          Adds vector {a,b,c} and returns result as new vector.
 Vec3D Vec3D.add(Vec3D v)
          Add vector v and returns result as new vector.
 Vec3D Vec3D.addSelf(float a, float b, float c)
          Adds vector {a,b,c} and overrides coordinates with result.
 Vec3D Vec3D.addSelf(Vec3D v)
          Adds vector v and overrides coordinates with result.
 Vec3D Matrix4x4.applyTo(Vec3D v)
          Creates a copy of the given vector, transformed by this matrix.
 Vec3D Vec3D.clear()
          Sets all vector components to 0.
 Vec3D Triangle.closedPoint(Vec3D p)
          Deprecated.  
 Vec3D Vec3D.closestPointOnLine(Vec3D a, Vec3D b)
          Computes the closest point on the given line segments.
 Vec3D Triangle.closestPointOnSurface(Vec3D p)
          Computes the the point closest to the current vector on the surface of triangle abc.
 Vec3D Triangle.computeCentroid()
           
 Vec3D Triangle.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()
          Copy.
 Vec3D Vec3D.cross(Vec3D v)
          Calculates cross-product with vector v.
 Vec3D Vec3D.crossInto(Vec3D 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.
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()
          Gets the abs.
 Vec3D PointCloud.getCentroid()
           
 Vec3D Triangle.getClosestVertexTo(Vec3D p)
          Finds and returns the closest point on any of the triangle edges to the point given.
 Vec3D Vec3D.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(Vec3D) for those purposes)
 Vec3D Vec3D.getFloored()
          Creates a new vector whose components are the integer value of their current values.
 Vec3D Vec3D.getFrac()
          Creates a new vector whose components are the fractional part of their current values.
 Vec3D SphereIntersectorReflector.getIntersectionDir(boolean normalized)
           
 Vec3D Intersector.getIntersectionDir(boolean normalized)
           
 Vec3D SphereIntersectorReflector.getIntersectionPoint()
           
 Vec3D Intersector.getIntersectionPoint()
           
 Vec3D Plane.getIntersectionWithRay(Ray3D r)
          Calculates the intersection point between plane and ray (line).
 Vec3D Vec3D.getInverted()
          Scales vector uniformly by factor -1 ( v = -v ).
 Vec3D Vec3D.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 SphereIntersectorReflector.getNormalAtIntersection()
           
 Vec3D Intersector.getNormalAtIntersection()
           
 Vec3D Vec3D.getNormalized()
          Produces the normalized version as a new vector.
 Vec3D Vec3D.getNormalizedTo(float len)
          Produces a new vector normalized to the given length.
 Vec3D PointOctree.getOffset()
           
 Vec3D Ray3D.getPointAtDistance(float dist)
          Returns the point at the given distance on the ray.
 Vec3D ZAxisCylinder.getPosition()
           
 Vec3D YAxisCylinder.getPosition()
           
 Vec3D XAxisCylinder.getPosition()
           
 Vec3D AxisAlignedCylinder.getPosition()
          Returns the cylinder's position (centroid).
 Vec3D Vec3D.getReciprocal()
          Returns a multiplicative inverse copy of the vector.
 Vec3D SphereIntersectorReflector.getReflectedRayPointAtDistance(float dist)
           
 Vec3D Reflector.getReflectedRayPointAtDistance(float dist)
          Returns the point on the reflected ray at given distance from the intersection point
 Vec3D Vec3D.getRotatedAroundAxis(Vec3D axis, float theta)
          Gets the rotated around axis.
 Vec3D Vec3D.getRotatedX(float theta)
          Creates a new vector rotated by the given angle around the X axis.
 Vec3D Vec3D.getRotatedY(float theta)
          Creates a new vector rotated by the given angle around the Y axis.
 Vec3D Vec3D.getRotatedZ(float theta)
          Creates a new vector rotated by the given angle around the Z axis.
 Vec3D Vec3D.getSignum()
          Creates a new vector in which all components are replaced with the signum of their original values.
 Vec3D Vec3D.interpolateTo(Vec3D v, float f)
          Interpolates the vector towards the given target vector, using linear interpolation.
 Vec3D Vec3D.interpolateTo(Vec3D v, float f, InterpolateStrategy s)
          Interpolates the vector towards the given target vector, using the given InterpolateStrategy.
 Vec3D Vec3D.interpolateToSelf(Vec3D v, float f)
          Interpolates the vector towards the given target vector, using linear interpolation.
 Vec3D Vec3D.interpolateToSelf(Vec3D 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)
          Jitter.
 Vec3D Vec3D.jitter(float jx, float jy, float jz)
          Adds random jitter to the vector.
 Vec3D Vec3D.jitter(Vec3D jitterVec)
          Jitter.
 Vec3D Vec3D.limit(float lim)
          Limits the vector's magnitude to the length given.
static Vec3D Vec3D.max(Vec3D a, Vec3D b)
          Constructs a new vector consisting of the largest components of both vectors.
 Vec3D Vec3D.maxSelf(Vec3D b)
          Max self.
static Vec3D Vec3D.min(Vec3D a, Vec3D b)
          Constructs a new vector consisting of the smallest components of both vectors.
 Vec3D Vec3D.minSelf(Vec3D 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.rotateAroundAxis(Vec3D 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.scale(float s)
          Scales vector uniformly and returns result as new vector.
 Vec3D Vec3D.scale(float a, float b, float c)
          Scales vector non-uniformly and returns result as new vector.
 Vec3D Vec3D.scale(Vec3D s)
          Scales vector non-uniformly by vector v and returns result as new vector.
 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(Vec3D v)
          Overrides coordinates with the ones of the given vector.
 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.signum()
          Replaces all vector components with the signum of their original values.
 Vec3D Vec3D.sub(float a, float b, float c)
          Subtracts vector {a,b,c} and returns result as new vector.
 Vec3D Vec3D.sub(Vec3D v)
          Subtracts vector v and returns result as new vector.
 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(Vec3D q)
          Calculates the normal vector on the sphere in the direction of the current point.
 Vec3D Vec2D.to3DXY()
          Creates a 3D version of this vector in the XY plane.
 Vec3D Vec2D.to3DXZ()
          Creates a 3D version of this vector in the XZ plane.
 Vec3D Vec2D.to3DYZ()
          Creates a 3D version of this vector in the YZ plane.
 Vec3D Vec3D.toCartesian()
          Converts the spherical vector back into cartesian coordinates.
 Vec3D Vec3D.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.ArrayList<Vec3D> Line3D.splitIntoSegments(java.util.ArrayList<Vec3D> segments, float stepLength, boolean addFirst)
           
static java.util.ArrayList<Vec3D> Line3D.splitIntoSegments(Vec3D a, Vec3D b, float stepLength, java.util.ArrayList<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)
          Add vector v and returns result as new vector.
 Spline3D Spline3D.add(Vec3D p)
          Adds the given point to the list of control points.
 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.
 PointList PointList.addSelf(Vec3D offset)
           
 float Vec3D.angleBetween(Vec3D v)
          Computes the angle between this vector and vector V.
 float Vec3D.angleBetween(Vec3D v, boolean forceNormalize)
          Computes the angle between this vector and vector V.
 Vec3D Matrix4x4.applyTo(Vec3D v)
          Creates a copy of the given vector, transformed by this matrix.
 int Plane.classifyPoint(Vec3D p)
          Classifies the relative position of the given point to the plane.
 Vec3D Triangle.closedPoint(Vec3D p)
          Deprecated.  
 Vec3D Vec3D.closestPointOnLine(Vec3D a, Vec3D b)
          Computes the closest point on the given line segments.
 Vec3D Triangle.closestPointOnSurface(Vec3D p)
          Computes the the point closest to the current vector on the surface of triangle abc.
 int Vec3D.compareTo(Vec3D v)
          Compares the length of the vector with another one.
 Vec3D Vec3D.constrain(Vec3D min, Vec3D max)
          Forcefully fits the vector in the given AABB specified by the 2 given points.
 boolean ZAxisCylinder.containsPoint(Vec3D p)
           
 boolean YAxisCylinder.containsPoint(Vec3D p)
           
 boolean XAxisCylinder.containsPoint(Vec3D p)
           
 boolean Triangle.containsPoint(Vec3D p)
          Checks if point vector is inside the triangle created by the points a, b and c.
 boolean Sphere.containsPoint(Vec3D p)
           
 boolean AxisAlignedCylinder.containsPoint(Vec3D p)
          Checks if the given point is inside the cylinder.
static Triangle Triangle.createEquilateralFrom(Vec3D a, Vec3D b)
           
static Quaternion Quaternion.createFromAxisAngle(Vec3D axis, float angle)
          Creates a Quaternion from a axis and a angle.
 Vec3D Vec3D.cross(Vec3D v)
          Calculates cross-product with vector v.
 Vec3D Vec3D.crossInto(Vec3D v, Vec3D result)
          Calculates cross-product with vector v.
 Vec3D Vec3D.crossSelf(Vec3D v)
          Calculates cross-product with vector v.
 float Vec3D.distanceTo(Vec3D v)
          Calculates distance to another vector.
 float Vec3D.distanceToSquared(Vec3D v)
          Calculates the squared distance to another vector.
 float Vec3D.dot(Vec3D v)
          Computes the scalar product (dot product) with the given vector.
 boolean Vec3D.equalsWithTolerance(Vec3D v, float tolerance)
          Compares this vector with the one given.
static AABB AABB.fromMinMax(Vec3D min, Vec3D max)
          Creates a new instance from two vectors specifying opposite corners of the box
 Vec3D Triangle.getClosestVertexTo(Vec3D p)
          Finds and returns the closest point on any of the triangle edges to the point given.
 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
 Matrix4x4 Matrix4x4.getRotatedAroundAxis(Vec3D axis, double theta)
           
 Vec3D Vec3D.getRotatedAroundAxis(Vec3D axis, float theta)
          Gets the rotated around axis.
 Vec3D Vec3D.interpolateTo(Vec3D v, float f)
          Interpolates the vector towards the given target vector, using linear interpolation.
 Vec3D Vec3D.interpolateTo(Vec3D v, float f, InterpolateStrategy s)
          Interpolates the vector towards the given target vector, using the given InterpolateStrategy.
 Vec3D Vec3D.interpolateToSelf(Vec3D v, float f)
          Interpolates the vector towards the given target vector, using linear interpolation.
 Vec3D Vec3D.interpolateToSelf(Vec3D v, float f, InterpolateStrategy s)
          Interpolates the vector towards the given target vector, using the given InterpolateStrategy.
 boolean Sphere.intersectSphereTriangle(Triangle 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 Triangle.isClockwiseInXY(Vec3D a, Vec3D b, Vec3D c)
           
static boolean Triangle.isClockwiseInXZ(Vec3D a, Vec3D b, Vec3D c)
           
static boolean Triangle.isClockwiseInYZ(Vec3D a, Vec3D b, Vec3D c)
           
 boolean Vec3D.isInAABB(Vec3D boxOrigin, Vec3D boxExtent)
          Checks if the point is inside the given axis-aligned bounding box.
 Vec3D Vec3D.jitter(Vec3D jitterVec)
          Jitter.
static Vec3D Vec3D.max(Vec3D a, Vec3D b)
          Constructs a new vector consisting of the largest components of both vectors.
 Vec3D Vec3D.maxSelf(Vec3D b)
          Max self.
static Vec3D Vec3D.min(Vec3D a, Vec3D b)
          Constructs a new vector consisting of the smallest components of both vectors.
 Vec3D Vec3D.minSelf(Vec3D b)
          Min self.
 boolean PointOctree.remove(Vec3D p)
          Removes a point from the tree and (optionally) tries to release memory by reducing now empty sub-branches.
 boolean PointCloud.removePoint(Vec3D p)
           
 Matrix4x4 Matrix4x4.rotateAroundAxis(Vec3D axis, double theta)
          Applies rotation about arbitrary axis to matrix
 Vec3D Vec3D.rotateAroundAxis(Vec3D axis, float theta)
          Rotates the vector around the giving axis.
 Vec3D Vec3D.scale(Vec3D s)
          Scales vector non-uniformly by vector v and returns result as new vector.
 Vec3D Vec3D.scaleSelf(Vec3D s)
          Scales vector non-uniformly by vector v and overrides coordinates with result.
 PointList PointList.scaleSelf(Vec3D factor)
           
 Quaternion Quaternion.set(float w, Vec3D v)
           
 Vec3D Vec3D.set(Vec3D v)
          Overrides coordinates with the ones of the given vector.
 AABB AABB.set(Vec3D v)
          Updates the position of the box in space and calls AABB.updateBounds() immediately
 void Triangle.set(Vec3D a2, Vec3D b2, Vec3D c2)
           
 Ray3D Ray3D.setDirection(Vec3D d)
          Uses a normalized copy of the given vector as the ray direction.
 AABB AABB.setExtent(Vec3D extent)
          Updates the size of the box and calls AABB.updateBounds() immediately
 void ZAxisCylinder.setPosition(Vec3D pos)
           
 void YAxisCylinder.setPosition(Vec3D pos)
           
 void XAxisCylinder.setPosition(Vec3D pos)
           
 void AxisAlignedCylinder.setPosition(Vec3D pos)
           
static java.util.ArrayList<Vec3D> Line3D.splitIntoSegments(Vec3D a, Vec3D b, float stepLength, java.util.ArrayList<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)
          Subtracts vector v and returns result as new vector.
 Vec3D Vec3D.subSelf(Vec3D v)
          Subtracts vector v and overrides coordinates with result.
 PointList PointList.subSelf(Vec3D offset)
           
 Vec3D Sphere.tangentPlaneNormalAt(Vec3D q)
          Calculates the normal vector on the sphere in the direction of the current point.
 

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<Vec3D> plist)
           
 void PointOctree.removeAll(java.util.Collection<Vec3D> points)
           
 Spline3D Spline3D.setPointList(java.util.List<Vec3D> plist)
           
 java.util.ArrayList<Vec3D> Line3D.splitIntoSegments(java.util.ArrayList<Vec3D> segments, float stepLength, boolean addFirst)
           
static java.util.ArrayList<Vec3D> Line3D.splitIntoSegments(Vec3D a, Vec3D b, float stepLength, java.util.ArrayList<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
AABB(Vec3D pos, Vec3D extent)
          Creates a new instance from centre point and extent
Cone(Vec3D pos, Vec3D dir, float rNorth, float rSouth, float len)
          Constructs a new cone instance.
Line3D(Vec3D a, Vec3D b)
           
Plane(Vec3D origin, Vec3D norm)
           
PointOctree(Vec3D o, float size)
          Constructs a new PointOctree node within the AABB cube volume: {o.x, o.y, o.z} ...
Quad(Vec3D[] vertices, int vertOffset)
           
Quad(Vec3D a, Vec3D b, Vec3D c, Vec3D d)
           
Quaternion(float w, Vec3D v)
           
Ray3D(float x, float y, float z, Vec3D d)
           
Ray3D(Vec3D o, Vec3D d)
           
Sphere(Vec3D v, float r)
           
SphereIntersectorReflector(Vec3D o, float r)
           
Spline3D(Vec3D[] pointArray)
           
Spline3D(Vec3D[] pointArray, BernsteinPolynomial b, float tightness)
           
Triangle(Vec3D a, Vec3D b, Vec3D c)
           
Vec3D(Vec3D v)
          Creates a new vector with the coordinates of the given vector.
XAxisCylinder(Vec3D pos, float radius, float length)
           
YAxisCylinder(Vec3D pos, float radius, float length)
           
ZAxisCylinder(Vec3D pos, float radius, float length)
           
 

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
static class TriangleMesh.Vertex
           
 

Fields in toxi.geom.mesh declared as Vec3D
 Vec3D TriangleMesh.Face.normal
           
 Vec3D TriangleMesh.Vertex.normal
           
 

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

Methods in toxi.geom.mesh that return Vec3D
 Vec3D SurfaceFunction.computeVertexFor(float phi, float theta)
           
 Vec3D SuperEllipsoid.computeVertexFor(float phi, float theta)
           
 Vec3D SphericalHarmonics.computeVertexFor(float phi, float theta)
           
 Vec3D TriangleMesh.getCentroid()
          Computes the mesh centroid, the average position of all vertices.
 

Methods in toxi.geom.mesh with parameters of type Vec3D
 void TriangleMesh.addFace(Vec3D a, Vec3D b, Vec3D c)
          Adds the given 3 points as triangle face to the mesh.
 AABB TriangleMesh.center(Vec3D origin)
          Centers the mesh around the given pivot point (the centroid of its AABB).
 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)
           
 void OBJWriter.normal(Vec3D n)
           
 TriangleMesh TriangleMesh.pointTowards(Vec3D dir)
          Rotates the mesh in such a way so that its "forward" axis is aligned with the given direction.
 TriangleMesh TriangleMesh.pointTowards(Vec3D dir, Vec3D forward)
          Rotates the mesh in such a way so that its "forward" axis is aligned with the given direction.
 void STLWriter.setScale(Vec3D s)
           
 void OBJWriter.vertex(Vec3D v)