|
||||||||||
PREV NEXT | FRAMES NO FRAMES |
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)
|
|
||||||||||
PREV NEXT | FRAMES NO FRAMES |