Uses of Class
toxi.geom.Vec3D
Package
Description
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Uses of Vec3D in toxi.audio
Modifier and TypeClassDescriptionclass
A wrapper forAudioBuffer
s and similar to the built in JOAL net.java.games.sound3d.Source, though less restrictive.class
The concept of a SoundListener refers directly to the user's instance in the virtual (audio) world.Modifier and TypeMethodDescriptionAudioSource.setDirection
(Vec3D dir) AudioSource.setPosition
(Vec3D p) AudioSource.setVelocity
(Vec3D p) -
Uses of Vec3D in toxi.geom
Modifier and TypeClassDescriptionclass
Axis-aligned bounding box with basic intersection features for Ray, AABB and Sphere classes.class
A geometric definition of a cone (and cylinder as a special case) with support for mesh creation/representation.class
Class to describe and work with infinite generic 3D planes.class
Implements a spatial subdivision tree to work efficiently with large numbers of 3D particles.class
A simple 3D ray datatypeclass
Modifier and TypeFieldDescriptionLine3D.a
Triangle3D.a
Line3D.b
Triangle3D.b
Triangle3D.c
Triangle3D.centroid
Vec3D[]
Spline3D.coeffA
Vec3D[]
Spline3D.delta
Cone.dir
Plane.normal
Triangle3D.normal
Modifier and TypeMethodDescriptionfinal Vec3D
Vec3D.abs()
Abs.ReadonlyVec3D.add
(float a, float b, float c) Adds vector {a,b,c} and returns result as new vector.ReadonlyVec3D.add
(ReadonlyVec3D v) Add vector v and returns result as new vector.final Vec3D
Vec3D.add
(float a, float b, float c) Vec3D.add
(ReadonlyVec3D v) final Vec3D
final Vec3D
Vec3D.addSelf
(float a, float b, float c) Adds vector {a,b,c} and overrides coordinates with result.final Vec3D
Vec3D.addSelf
(ReadonlyVec3D v) final Vec3D
Adds vector v and overrides coordinates with result.Matrix4x4.applyTo
(ReadonlyVec3D v) Creates a copy of the given vector, transformed by this matrix.Matrix4x4.applyToSelf
(Vec3D v) Computes the perpendicular bisector of two points.Triangle3D.closestPointOnSurface
(Vec3D p) Computes the the point closest to the current vector on the surface of triangle abc.Line3D.closestPointTo
(ReadonlyVec3D p) Computes the closest point on this line to the given one.Triangle3D.computeCentroid()
Triangle3D.computeNormal()
static Vec3D
BezierCurve3D.computePointInSegment
(Vec3D a, Vec3D b, Vec3D c, Vec3D d, float t) static Vec3D
BezierCurve3D.computeTangentInSegment
(Vec3D a, Vec3D b, Vec3D c, Vec3D d, float t) Forcefully fits the vector in the given AABB.Forcefully fits the vector in the given AABB specified by the 2 given points.ReadonlyVec3D.copy()
Copy.Vec3D.copy()
ReadonlyVec3D.cross
(ReadonlyVec3D v) Calculates cross-product with vector v.final Vec3D
Vec3D.cross
(ReadonlyVec3D v) final Vec3D
ReadonlyVec3D.crossInto
(ReadonlyVec3D v, Vec3D result) Calculates cross-product with vector v.final Vec3D
Vec3D.crossInto
(ReadonlyVec3D v, Vec3D result) final Vec3D
Calculates cross-product with vector v.final Vec3D
Vec3D.floor()
Replaces the vector components with integer values of their current values.final Vec3D
Vec3D.frac()
Replaces the vector components with the fractional part of their current values.Triangle3D.fromBarycentric
(ReadonlyVec3D p) static final Vec3D
Vec3D.fromXYTheta
(float theta) Creates a new vector from the given angle in the XY plane.static final Vec3D
Vec3D.fromXZTheta
(float theta) Creates a new vector from the given angle in the XZ plane.static final Vec3D
Vec3D.fromYZTheta
(float theta) Creates a new vector from the given angle in the YZ plane.LineStrip3D.get
(int i) Returns the vertex at the given index.ReadonlyVec3D.getAbs()
Gets the abs.final Vec3D
Vec3D.getAbs()
ReadonlyVec3D.getCartesian()
Converts the spherical vector back into cartesian coordinates.Vec3D.getCartesian()
PointCloud3D.getCentroid()
Triangle3D.getClosestPointTo
(ReadonlyVec3D p) Finds and returns the closest point on any of the triangle edges to the point given.ReadonlyVec3D.getConstrained
(AABB box) Creates a copy of the vector which forcefully fits in the given AABB.final Vec3D
Vec3D.getConstrained
(AABB box) Line3D.getDirection()
Ray3D.getDirection()
Returns a copy of the ray's direction vector.final Vec3D
AABB.getExtent()
Returns the current box size as new Vec3D instance (updating this vector will NOT update the box size! UseAABB.setExtent(ReadonlyVec3D)
for those purposes)ReadonlyVec3D.getFloored()
Creates a new vector whose components are the integer value of their current values.final Vec3D
Vec3D.getFloored()
ReadonlyVec3D.getFrac()
Creates a new vector whose components are the fractional part of their current values.final Vec3D
Vec3D.getFrac()
ReadonlyVec3D.getInverted()
Scales vector uniformly by factor -1 ( v = -v ).final Vec3D
Vec3D.getInverted()
ReadonlyVec3D.getLimited
(float lim) Creates a copy of the vector with its magnitude limited to the length given.final Vec3D
Vec3D.getLimited
(float lim) Produces a new vector with its coordinates passed through the givenScaleMap
.final Vec3D
AABB.getMax()
Line3D.getMidPoint()
final Vec3D
AABB.getMin()
Line3D.getNormal()
AABB.getNormalForPoint
(ReadonlyVec3D p) ReadonlyVec3D.getNormalized()
Produces the normalized version as a new vector.final Vec3D
Vec3D.getNormalized()
ReadonlyVec3D.getNormalizedTo
(float len) Produces a new vector normalized to the given length.final Vec3D
Vec3D.getNormalizedTo
(float len) Ray3D.getPointAtDistance
(float dist) Returns the point at the given distance on the ray.AxisAlignedCylinder.getPosition()
Returns the cylinder's position (centroid).Plane.getProjectedPoint
(Vec3D p) ReadonlyVec3D.getReciprocal()
Returns a multiplicative inverse copy of the vector.final Vec3D
Vec3D.getReciprocal()
ReadonlyVec3D.getReflected
(ReadonlyVec3D normal) final Vec3D
Vec3D.getReflected
(ReadonlyVec3D normal) ReadonlyVec3D.getRotatedAroundAxis
(ReadonlyVec3D axis, float theta) Gets the rotated around axis.final Vec3D
Vec3D.getRotatedAroundAxis
(ReadonlyVec3D axis, float theta) ReadonlyVec3D.getRotatedX
(float theta) Creates a new vector rotated by the given angle around the X axis.final Vec3D
Vec3D.getRotatedX
(float theta) ReadonlyVec3D.getRotatedY
(float theta) Creates a new vector rotated by the given angle around the Y axis.final Vec3D
Vec3D.getRotatedY
(float theta) ReadonlyVec3D.getRotatedZ
(float theta) Creates a new vector rotated by the given angle around the Z axis.final Vec3D
Vec3D.getRotatedZ
(float theta) ReadonlyVec3D.getRoundedTo
(float prec) Creates a new vector with its coordinates rounded to the given precision (grid alignment).Vec3D.getRoundedTo
(float prec) ReadonlyVec3D.getSignum()
Creates a new vector in which all components are replaced with the signum of their original values.final Vec3D
Vec3D.getSignum()
ReadonlyVec3D.getSpherical()
Converts the vector into spherical coordinates.Vec3D.getSpherical()
Vec3D[]
Triangle3D.getVertexArray()
Vec3D[]
Triangle3D.getVertexArray
(Vec3D[] array, int offset) ReadonlyVec3D.interpolateTo
(ReadonlyVec3D v, float f) Interpolates the vector towards the given target vector, using linear interpolation.ReadonlyVec3D.interpolateTo
(ReadonlyVec3D v, float f, InterpolateStrategy s) Interpolates the vector towards the given target vector, using the givenInterpolateStrategy
.final Vec3D
Vec3D.interpolateTo
(ReadonlyVec3D v, float f) final Vec3D
Vec3D.interpolateTo
(ReadonlyVec3D v, float f, InterpolateStrategy s) final Vec3D
Vec3D.interpolateTo
(Vec3D v, float f) final Vec3D
Vec3D.interpolateTo
(Vec3D v, float f, InterpolateStrategy s) final Vec3D
Vec3D.interpolateToSelf
(ReadonlyVec3D v, float f) Interpolates the vector towards the given target vector, using linear interpolation.final Vec3D
Vec3D.interpolateToSelf
(ReadonlyVec3D v, float f, InterpolateStrategy s) Interpolates the vector towards the given target vector, using the givenInterpolateStrategy
.AABB.intersectsRay
(Ray3D ray, float minDist, float maxDist) Calculates intersection with the given ray between a certain distance interval.final Vec3D
Vec3D.invert()
Scales vector uniformly by factor -1 ( v = -v ), overrides coordinates with result.final Vec3D
Vec3D.jitter
(float j) Add random jitter to the vector in the range -j ...final Vec3D
Vec3D.jitter
(float jx, float jy, float jz) Adds random jitter to the vector in the range -j ...final Vec3D
final Vec3D
final Vec3D
final Vec3D
final Vec3D
Vec3D.limit
(float lim) Limits the vector's magnitude to the length given.static final Vec3D
Vec3D.max
(ReadonlyVec3D a, ReadonlyVec3D b) Constructs a new vector consisting of the largest components of both vectors.final Vec3D
Vec3D.maxSelf
(ReadonlyVec3D b) Max self.static final Vec3D
Vec3D.min
(ReadonlyVec3D a, ReadonlyVec3D b) Constructs a new vector consisting of the smallest components of both vectors.final Vec3D
Vec3D.minSelf
(ReadonlyVec3D b) Min self.final Vec3D
Vec3D.modSelf
(float base) Applies a uniform modulo operation to the vector, using the same base for all components.final Vec3D
Vec3D.modSelf
(float bx, float by, float bz) Calculates modulo operation for each vector component separately.final Vec3D
Vec3D.normalize()
Normalizes the vector so that its magnitude = 1.final Vec3D
Vec3D.normalizeTo
(float len) Normalizes the vector to the given length.static final Vec3D
Vec3D.randomVector()
Static factory method.static final Vec3D
Vec3D.randomVector
(Random rnd) Static factory method.final Vec3D
Vec3D.reciprocal()
Replaces the vector components with their multiplicative inverse.final Vec3D
Vec3D.reflect
(ReadonlyVec3D normal) final Vec3D
Vec3D.rotateAroundAxis
(ReadonlyVec3D axis, float theta) Rotates the vector around the giving axis.final Vec3D
Vec3D.rotateX
(float theta) Rotates the vector by the given angle around the X axis.final Vec3D
Vec3D.rotateY
(float theta) Rotates the vector by the given angle around the Y axis.final Vec3D
Vec3D.rotateZ
(float theta) Rotates the vector by the given angle around the Z axis.Vec3D.roundTo
(float prec) ReadonlyVec3D.scale
(float s) Scales vector uniformly and returns result as new vector.ReadonlyVec3D.scale
(float a, float b, float c) Scales vector non-uniformly and returns result as new vector.ReadonlyVec3D.scale
(ReadonlyVec3D s) Scales vector non-uniformly by vector v and returns result as new vector.Vec3D.scale
(float s) Vec3D.scale
(float a, float b, float c) Vec3D.scale
(ReadonlyVec3D s) Vec3D.scaleSelf
(float s) Scales vector uniformly and overrides coordinates with result.Vec3D.scaleSelf
(float a, float b, float c) Scales vector non-uniformly by vector {a,b,c} and overrides coordinates with result.Vec3D.scaleSelf
(ReadonlyVec3D s) Scales vector non-uniformly by vector v and overrides coordinates with result.AABB.set
(float x, float y, float z) Updates the position of the box in space and callsAABB.updateBounds()
immediatelyVec3D.set
(float x, float y, float z) Overrides coordinates with the given values.Vec3D.set
(ReadonlyVec3D v) Overrides coordinates with the ones of the given vector.final Vec3D
Vec3D.setComponent
(int id, float val) final Vec3D
Vec3D.setComponent
(Vec3D.Axis id, float val) Vec3D.setX
(float x) Overrides XY coordinates with the ones of the given 2D vector.Vec3D.setY
(float y) Vec3D.setZ
(float z) Vec3D.shuffle
(int iterations) Vec3D.signum()
Replaces all vector components with the signum of their original values.final Vec3D
Vec3D.snapToAxis()
Rounds the vector to the closest major axis.ReadonlyVec3D.sub
(float a, float b, float c) Subtracts vector {a,b,c} and returns result as new vector.ReadonlyVec3D.sub
(ReadonlyVec3D v) Subtracts vector v and returns result as new vector.final Vec3D
Vec3D.sub
(float a, float b, float c) final Vec3D
Vec3D.sub
(ReadonlyVec3D v) final Vec3D
final Vec3D
Vec3D.subSelf
(float a, float b, float c) Subtracts vector {a,b,c} and overrides coordinates with result.final Vec3D
Vec3D.subSelf
(ReadonlyVec3D v) final Vec3D
Subtracts vector v and overrides coordinates with result.Sphere.tangentPlaneNormalAt
(ReadonlyVec3D q) Calculates the normal vector on the sphere in the direction of the current point.final Vec3D
Vec4D.to3D()
ReadonlyVec2D.to3DXY()
Creates a 3D version of this vector in the XY plane.final Vec3D
Vec2D.to3DXY()
ReadonlyVec2D.to3DXZ()
Creates a 3D version of this vector in the XZ plane.final Vec3D
Vec2D.to3DXZ()
ReadonlyVec2D.to3DYZ()
Creates a 3D version of this vector in the YZ plane.final Vec3D
Vec2D.to3DYZ()
Triangle2D.toBarycentric
(ReadonlyVec2D p) Produces the barycentric coordinates of the given point within this triangle.Triangle3D.toBarycentric
(ReadonlyVec3D p) final Vec3D
Vec3D.toCartesian()
final Vec3D
Vec3D.toSpherical()
ReadonlyVec4D.unweightInto
(Vec3D out) final Vec3D
Vec4D.unweightInto
(Vec3D out) ReadonlyVec4D.weightInto
(Vec3D out) final Vec3D
Vec4D.weightInto
(Vec3D out) Modifier and TypeMethodDescriptionLineStrip3D.getDecimatedVertices
(float step) Computes a list of points along the spline which are uniformly separated by the given step distance.LineStrip3D.getDecimatedVertices
(float step, boolean doAddFinalVertex) Computes a list of points along the spline which are close to uniformly separated by the given step distance.Spline3D.getPointList()
PointOctree.getPoints()
PointOctree.getPointsWithinBox
(AABB b) Selects all stored points within the given axis-aligned bounding box.PointOctree.getPointsWithinSphere
(Sphere s) Selects all stored points within the given sphere volumePointOctree.getPointsWithinSphere
(Vec3D sphereOrigin, float clipRadius) Selects all stored points within the given sphere volumeLineStrip3D.getVertices()
LineStrip3D.iterator()
PointCloud3D.iterator()
Line3D.splitIntoSegments
(List<Vec3D> segments, float stepLength, boolean addFirst) Line3D.splitIntoSegments
(Vec3D a, Vec3D b, float stepLength, List<Vec3D> segments, boolean addFirst) Splits the line between A and B into segments of the given length, starting at point A.Modifier and TypeMethodDescriptionAdd vector v and returns result as new vector.final Vec3D
boolean
Adds a new point/particle to the tree structure.final Vec3D
Adds vector v and overrides coordinates with result.Matrix4x4.applyToSelf
(Vec3D v) Triangle3D.closestPointOnSurface
(Vec3D p) Computes the the point closest to the current vector on the surface of triangle abc.static Vec3D
BezierCurve3D.computePointInSegment
(Vec3D a, Vec3D b, Vec3D c, Vec3D d, float t) static Vec3D
BezierCurve3D.computeTangentInSegment
(Vec3D a, Vec3D b, Vec3D c, Vec3D d, float t) Forcefully fits the vector in the given AABB specified by the 2 given points.static Triangle3D
Triangle3D.createEquilateralFrom
(Vec3D a, Vec3D b) final Vec3D
ReadonlyVec3D.crossInto
(ReadonlyVec3D v, Vec3D result) Calculates cross-product with vector v.final Vec3D
Vec3D.crossInto
(ReadonlyVec3D v, Vec3D result) final Vec3D
Calculates cross-product with vector v.final float
static final AABB
AABB.fromMinMax
(Vec3D min, Vec3D max) Creates a new instance from two vectors specifying opposite corners of the boxfinal double
Performs an SVD normalization of this matrix to calculate the rotation as a 3x3 matrix, the translation, and the scale.final void
Retrieves the translational components of this matrix.final void
Copies the matrix values in the specified column into the vector parameter.float
Plane.getDistanceToPoint
(Vec3D p) Calculates distance from the plane to point P.float
Ray3D.getDistanceToPoint
(Vec3D p) Calculates the distance between the given point and the infinite line coinciding with this ray.PointOctree.getPointsWithinSphere
(Vec3D sphereOrigin, float clipRadius) Selects all stored points within the given sphere volumePlane.getProjectedPoint
(Vec3D p) final void
Copies the matrix values in the specified row into the vector parameter.Vec3D[]
Triangle3D.getVertexArray
(Vec3D[] array, int offset) boolean
Line3D.hasEndPoint
(Vec3D p) final Vec3D
Vec3D.interpolateTo
(Vec3D v, float f) final 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
Checks if the point is inside the given axis-aligned bounding box.boolean
final Vec3D
final Vec3D
Line3D.offsetAndGrowBy
(float offset, float scale, Vec3D ref) Scales vector non-uniformly by vector v and overrides coordinates with result.final void
Sets the value of this transform to a scale and translation matrix; the scale is not applied to the translation and all of the matrix values are modified.final void
Sets the value of this matrix from the rotation expressed by the rotation matrix m1, the translation t1, and the scale factor.final void
Matrix4f.set
(Quaternion q1, Vec3D t1, double s) Sets the value of this matrix from the rotation expressed by the quaternion q1, the translation t1, and the scale s.final void
Matrix4f.set
(Quaternion q1, Vec3D t1, float s) Sets the value of this matrix from the rotation expressed by the quaternion q1, the translation t1, and the scale s.final void
Sets the value of this matrix to a translate matrix with the passed translation value.final void
Sets the value of this transform to a scale and translation matrix; the translation is scaled by the scale factor and all of the matrix values are modified.void
Overrides coordinates with the ones of the given vector.final void
Sets the specified column of this matrix3d to the vector provided.void
AxisAlignedCylinder.setPosition
(Vec3D pos) final void
Sets the specified row of this matrix3d to the Vector provided.final void
Matrix4f.setTranslation
(Vec3D trans) Modifies the translational components of this matrix to the values of the Vector3f argument; the other values of this matrix are not modified.Line3D.splitIntoSegments
(Vec3D a, Vec3D b, float stepLength, List<Vec3D> segments, boolean addFirst) Splits the line between A and B into segments of the given length, starting at point A.final Vec3D
final Vec3D
Subtracts vector v and overrides coordinates with result.final void
Multiply this matrix by the tuple t and place the result back into the tuple (t = this*t).final void
Multiply this matrix by the tuple t and and place the result into the tuple "result" (result = this*t).final void
Matrix4f.transformOne
(Vec3D point) Transforms the point parameter with this Matrix4f and places the result back into point.final void
Matrix4f.transformOne
(Vec3D point, Vec3D pointOut) Transforms the point parameter with this Matrix4f and places the result into pointOut.final void
Matrix4f.transformZero
(Vec3D normal) Transforms the normal parameter by this transform and places the value back into normal.final void
Matrix4f.transformZero
(Vec3D normal, Vec3D normalOut) Transforms the normal parameter by this Matrix4f and places the value into normalOut.ReadonlyVec4D.unweightInto
(Vec3D out) final Vec3D
Vec4D.unweightInto
(Vec3D out) ReadonlyVec4D.weightInto
(Vec3D out) final Vec3D
Vec4D.weightInto
(Vec3D out) Modifier and TypeMethodDescriptionboolean
PointOctree.addAll
(Collection<Vec3D> points) Adds all points of the collection to the octree.static final AABB
AABB.getBoundingBox
(List<? extends Vec3D> points) Factory method, computes & returns the bounding box for the given list of points.void
PointOctree.removeAll
(Collection<Vec3D> points) Spline3D.setPointList
(List<Vec3D> plist) Overrides the current control points with the given list.void
LineStrip3D.setVertices
(List<Vec3D> vertices) Line3D.splitIntoSegments
(List<Vec3D> segments, float stepLength, boolean addFirst) Line3D.splitIntoSegments
(Vec3D a, Vec3D b, float stepLength, List<Vec3D> segments, boolean addFirst) Splits the line between A and B into segments of the given length, starting at point A.ModifierConstructorDescriptionConstructs and initializes a Matrix4f from the rotation matrix, translation, and scale values; the scale is applied only to the rotational components of the matrix (upper 3x3) and not to the translational components of the matrix.Matrix4f
(Quaternion q1, Vec3D t1, float s) Constructs and initializes a Matrix4f from the quaternion, translation, and scale values; the scale is applied only to the rotational components of the matrix (upper 3x3) and not to the translational components.Creates a new origin at the given origin using the standard XYZ axesAttempts to create a cartesian coordinate system with the given point as its origin and the direction as its Z-axis.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, BernsteinPolynomial b, float tightness) Triangle3D
(Vec3D a, Vec3D b, Vec3D c) ModifierConstructorDescriptionBezierCurve3D
(List<Vec3D> points) LineStrip3D
(Collection<? extends Vec3D> vertices) Spline3D
(List<Vec3D> rawPoints, BernsteinPolynomial b, float tightness) -
Uses of Vec3D in toxi.geom.mesh
Modifier and TypeFieldDescriptionFace.normal
final Vec3D
Vertex.normal
Vec3D[][]
BezierPatch.points
Modifier and TypeFieldDescriptionTriangleMesh.vertices
Vertex buffer & lookup index when adding new facesModifier and TypeMethodDescriptionMesh3D.computeCentroid()
Computes the mesh centroid, the average position of all vertices.TriangleMesh.computeCentroid()
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.SphereFunction.computeVertexFor
(Vec3D p, float phi, float theta) SphericalHarmonics.computeVertexFor
(Vec3D p, float phi, float theta) SuperEllipsoid.computeVertexFor
(Vec3D p, float phi, float theta) SurfaceFunction.computeVertexFor
(Vec3D p, float phi, float theta) Face.getCentroid()
Modifier and TypeMethodDescriptionAdds the given 3 points as triangle face to the mesh.Adds the given 3 points as triangle face to the mesh and assigns the given texture coordinates to each vertex.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.SphereFunction.computeVertexFor
(Vec3D p, float phi, float theta) SphericalHarmonics.computeVertexFor
(Vec3D p, float phi, float theta) SuperEllipsoid.computeVertexFor
(Vec3D p, float phi, float theta) SurfaceFunction.computeVertexFor
(Vec3D p, float phi, float theta) void
void
void
TriangleMesh.getRotatedAroundAxis
(Vec3D axis, float theta) WETriangleMesh.getRotatedAroundAxis
(Vec3D axis, float theta) TriangleMesh.getTranslated
(Vec3D trans) WETriangleMesh.getTranslated
(Vec3D trans) TriangleMesh.getVertexAtPoint
(Vec3D v) WETriangleMesh.getVertexAtPoint
(Vec3D v) void
TriangleMesh.rotateAroundAxis
(Vec3D axis, float theta) WETriangleMesh.rotateAroundAxis
(Vec3D axis, float theta) void
TriangleMesh.updateVertex
(Vec3D orig, Vec3D newPos) void
Modifier and TypeMethodDescriptionVertexSelector.selectSimilar
(Collection<? extends Vec3D> points) Selects vertices identical or closest to the ones given in the list of points. -
Uses of Vec3D in toxi.geom.mesh.subdiv
Modifier and TypeFieldDescriptionDualDisplacementSubdivision.centroid
MidpointDisplacementSubdivision.centroid
Modifier and TypeMethodDescriptionDualDisplacementSubdivision.computeSplitPoints
(WingedEdge edge) DualSubdivision.computeSplitPoints
(WingedEdge edge) MidpointDisplacementSubdivision.computeSplitPoints
(WingedEdge edge) MidpointSubdivision.computeSplitPoints
(WingedEdge edge) NormalDisplacementSubdivision.computeSplitPoints
(WingedEdge edge) 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.TriSubdivision.computeSplitPoints
(WingedEdge edge) Modifier and TypeMethodDescriptionModifierConstructorDescriptionDualDisplacementSubdivision
(Vec3D centroid, float ampA, float ampB) MidpointDisplacementSubdivision
(Vec3D centroid, float amount) -
Uses of Vec3D in toxi.geom.nurbs
Modifier and TypeMethodDescriptionControlNet.computeCentroid()
Vec3D[]
BasicNurbsCurve.derivativesOnCurve
(float u, int grade) Vec3D[]
BasicNurbsCurve.derivativesOnCurve
(float u, int grade, Vec3D[] derivs) Vec3D[]
NurbsCurve.derivativesOnCurve
(float u, int d) Vec3D[]
NurbsCurve.derivativesOnCurve
(float u, int d, Vec3D[] ders) BasicNurbsCurve.pointOnCurve
(float u) BasicNurbsCurve.pointOnCurve
(float u, Vec3D out) NurbsCurve.pointOnCurve
(float u) Calculate point on surface for the given u valueNurbsCurve.pointOnCurve
(float u, Vec3D out) Calculate point on surface for the given u valueBasicNurbsSurface.pointOnSurface
(double u, double v) BasicNurbsSurface.pointOnSurface
(float u, float v) BasicNurbsSurface.pointOnSurface
(float u, float v, Vec3D out) NurbsSurface.pointOnSurface
(double u, double v) NurbsSurface.pointOnSurface
(float u, float v) Calculate point on surface for the given u and v valuesNurbsSurface.pointOnSurface
(float u, float v, Vec3D out) Calculate point on surface for the given u and v valuesModifier and TypeMethodDescriptionCurveCreator.addControlPoint
(Vec3D cp) Add a normal Point as ControlPoint to the CurveCreator.Vec3D[]
BasicNurbsCurve.derivativesOnCurve
(float u, int grade, Vec3D[] derivs) Vec3D[]
NurbsCurve.derivativesOnCurve
(float u, int d, Vec3D[] ders) static NurbsSurface
NurbsCreator.extrudeCurve
(NurbsCurve curve, Vec3D extrude) Perform a linear extrusion of the givenNurbsCurve
along the supplied vector to produce a newNurbsSurface
.static NurbsCurve
NurbsCreator.globalCurveInterpolation
(Vec3D[] points, int degree) Interpolates a NurbCurve form the given Points using a global interpolation technique.static NurbsSurface
NurbsCreator.globalSurfaceInterpolation
(Vec3D[][] points, int uDegrees, int vDegrees) Interpolates a NurbsSurface from the given points using a gloabl interpolation technique.BasicNurbsCurve.pointOnCurve
(float u, Vec3D out) NurbsCurve.pointOnCurve
(float u, Vec3D out) Calculate point on surface for the given u valueBasicNurbsSurface.pointOnSurface
(float u, float v, Vec3D out) NurbsSurface.pointOnSurface
(float u, float v, Vec3D out) Calculate point on surface for the given u and v values -
Uses of Vec3D in toxi.newmesh
Modifier and TypeMethodDescriptionIndexedTriangleMesh.getCentroid()
IndexedTriangleMesh.getClosestVertexToPoint
(ReadonlyVec3D p) final Vec3D[]
IndexedTriangleMesh.getFaceVertices
(AttributedFace f, Vec3D[] verts) Modifier and TypeMethodDescriptionIndexedTriangleMesh.computeFaceNormals()
IndexedTriangleMesh.getFaceNormals()
IndexedTriangleMesh.getNeighborsForVertexID
(int id, List<Vec3D> neighbors) IndexedTriangleMesh.getVertices()
IndexedTriangleMesh.getVerticesForIDs
(List<Vec3D> verts, int... ids) Modifier and TypeMethodDescriptionIndexedTriangleMesh.extrudeFace
(AttributedFace f, Vec3D offset, float scale) IndexedTriangleMesh.getEdgesForVertex
(Vec3D v) IndexedTriangleMesh.getFacesForVertex
(Vec3D v) final Vec3D[]
IndexedTriangleMesh.getFaceVertices
(AttributedFace f, Vec3D[] verts) int
Modifier and TypeMethodDescriptionIndexedTriangleMesh.getNeighborsForVertexID
(int id, List<Vec3D> neighbors) IndexedTriangleMesh.getVerticesForIDs
(List<Vec3D> verts, int... ids) -
Uses of Vec3D in toxi.physics3d
Modifier and TypeClassDescriptionclass
An individual 3D particle for use by the VerletPhysics and VerletSpring classes.Modifier and TypeMethodDescriptionVerletParticle3D.getPreviousPosition()
Returns the particle's position at the most recent time step.VerletParticle3D.getVelocity()
Modifier and TypeMethodDescriptionVerletParticle3D.addVelocity
(Vec3D v) Attempts to find the spring element between the 2 particles suppliedVerletParticle3D.setPreviousPosition
(Vec3D p) ModifierConstructorDescriptionParticleString3D
(VerletPhysics3D physics, Vec3D pos, Vec3D step, int num, float mass, float strength) Creates a number of particles along a line and connects them into a string using springs.VerletPhysics3D
(Vec3D gravity, int numIterations, float drag, float timeStep) Initializes an Verlet engine instance with the passed in configuration. -
Uses of Vec3D in toxi.physics3d.behaviors
Modifier and TypeMethodDescriptionAttractionBehavior3D.getAttractor()
ConstantForceBehavior3D.getForce()
Modifier and TypeMethodDescriptionvoid
AttractionBehavior3D.setAttractor
(Vec3D attractor) void
void
ModifierConstructorDescriptionAttractionBehavior3D
(Vec3D attractor, float radius, float strength) AttractionBehavior3D
(Vec3D attractor, float radius, float strength, float jitter) ConstantForceBehavior3D
(Vec3D force) GravityBehavior3D
(Vec3D gravity) GravityBehavior3D
(Vec3D gravity, float timeStep) -
Uses of Vec3D in toxi.physics3d.constraints
ModifierConstructorDescriptionBoxConstraint
(Vec3D min, Vec3D max) PlaneConstraint
(Vec3D.Axis axis, Vec3D.Axis axis2, Vec3D constraint) SphereConstraint
(Vec3D origin, float radius, boolean isBoundary) Creates a new instance using the sphere definition and constraint mode given. -
Uses of Vec3D in toxi.processing
Modifier and TypeMethodDescriptionDeltaOrientationMapper.getRGBForNormal
(Vec3D normal) NormalMapper.getRGBForNormal
(Vec3D normal) XYZNormalMapper.getRGBForNormal
(Vec3D normal) final void
final void
Draws a 3D point at the given position.final void
final void
final void
Modifier and TypeMethodDescriptionfinal void
ToxiclibsSupport.lineStrip3D
(List<? extends Vec3D> points) Draws a 3D line strip using all points in the given list of vectors.final void
ToxiclibsSupport.lineStrip3D
(List<? extends Vec3D> points, float scale) final void
final void
final void
final void
ToxiclibsSupport.processVertices3D
(Iterator<? extends Vec3D> iterator, int shapeID, boolean closed) final void
ToxiclibsSupport.processVertices3D
(Iterator<? extends Vec3D> iterator, int shapeID, boolean closed, float scale) -
Uses of Vec3D in toxi.sim.dla
Modifier and TypeMethodDescriptionDLA.getCurrentCurvePoint()
DLAGuideLines.getDirection()
DLASegment.getDirectionAt
(float currT) DLAConfiguration.getGrowthScale()
DLASegment.getNextDirection()
DLAGuideLines.getPoint()
Modifier and TypeMethodDescriptionvoid
DLA.addParticle
(Vec3D p) void
DLAEventAdapter.dlaNewParticleAdded
(DLA dla, Vec3D p) void
DLAEventListener.dlaNewParticleAdded
(DLA dla, Vec3D p) void
DLAConfiguration.setGrowthScale
(Vec3D growthScale) void
Modifier and TypeMethodDescriptionDLAGuideLines.addCurveStrip
(List<Vec3D> points) Deprecated.DLAGuideLines.addPointList
(List<Vec3D> points) ModifierConstructorDescriptionDLAParticle
(Vec3D p, float escapeRadius, float particleSpeed, float searchSpeed) DLASegment
(Vec3D a, Vec3D b, Vec3D c) RadialDistanceOrder
(Vec3D origin, boolean isFlipped) -
Uses of Vec3D in toxi.sim.fluids
Modifier and TypeMethodDescriptionvoid
FluidSolver3D.addVelocity
(int x, int y, int z, Vec3D amount) -
Uses of Vec3D in toxi.volume
Modifier and TypeFieldDescriptionfinal Vec3D
VolumetricSpace.halfScale
final Vec3D
VolumetricSpace.scale
final Vec3D
VolumetricSpace.voxelSize
Modifier and TypeMethodDescriptionfinal Vec3D
VolumetricSpace.getResolution()
final Vec3D
VolumetricSpace.getScale()
Modifier and TypeMethodDescriptionvoid
VolumetricBrush.drawAtAbsolutePos
(Vec3D pos, float density) final void
ModifierConstructorDescriptionMeshLatticeBuilder
(Vec3D scale, int res, float stroke) MeshLatticeBuilder
(Vec3D scale, int resX, int resY, int resZ, FloatRange stroke) VolumetricHashMap
(Vec3D scale, int resX, int resY, int resZ, float density) VolumetricSpace
(Vec3D scale, int resX, int resY, int resZ) VolumetricSpaceArray
(Vec3D scale, int resX, int resY, int resZ) VolumetricSpaceArray
(Vec3D scale, int resX, int resY, int resZ, float[] data)
DLAGuideLines.addPointList(List)
instead