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Builds a TriangleMesh representation of the cylinder at a default
resolution 30 degrees.
AxisAlignedCylinder.toMesh(int steps,
float thetaOffset)
Builds a TriangleMesh representation of the cylinder using the given
number of steps and start angle offset.
AxisAlignedCylinder.toMesh(Mesh3D mesh,
int steps,
float thetaOffset)
Cone.toMesh(int steps,
float thetaOffset)
Cone.toMesh(Mesh3D mesh,
int steps,
float thetaOffset,
boolean topClosed,
boolean bottomClosed)
Creates a TriangleMesh representation of the plane as a finite, squared
quad of the requested size, centred around the current plane point.
AxisAlignedCylinder.toMesh(Mesh3D mesh,
int steps,
float thetaOffset)
Cone.toMesh(Mesh3D mesh,
int steps,
float thetaOffset,
boolean topClosed,
boolean bottomClosed)
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class
An extensible class to dynamically build, manipulate & export triangle
meshes.
class
A class to dynamically build, manipulate & export triangle meshes.
Adds 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.
Clears all counters, and vertex & face buffers.
Re-calculates all face normals.
Computes the smooth vertex normals for the entire mesh.
SurfaceMeshBuilder.createMesh(Mesh3D mesh,
int res,
float size,
boolean isClosed)
Changes the vertex order of faces such that their normal is facing away
from the mesh centroid.
Flips the vertex ordering between clockwise and anti-clockwise.
Flips all vertices along the Y axis and reverses the vertex ordering of
all faces to compensate and keep the direction of normals intact.
Returns the associated mesh for this selector.
Attempts to load an STL model from the given
InputStream
.
Attempts to load an STL model from the given
InputStream
.
Attempts to load an STL model from the given file path.
Terrain.toMesh(float groundLevel)
Creates a
TriangleMesh
instance of the terrain surface or adds
its geometry to an existing mesh.
Creates a
TriangleMesh
instance of the terrain and constructs
side panels and a bottom plane to form a fully enclosed mesh volume, e.g.
Terrain.toMesh(Mesh3D mesh,
int minX,
int minZ,
int maxX,
int maxZ)
Terrain.toMesh(Mesh3D mesh,
int mix,
int miz,
int mxx,
int mxz,
float groundLevel)
Adds all faces from the given mesh to this one.
Adds all faces from the given mesh to this one.
SurfaceMeshBuilder.createMesh(Mesh3D mesh,
int res,
float size,
boolean isClosed)
void
Assigns a new mesh instance to this selector and clears the current
selection.
Creates a
TriangleMesh
instance of the terrain surface or adds
its geometry to an existing mesh.
Creates a
TriangleMesh
instance of the terrain and constructs
side panels and a bottom plane to form a fully enclosed mesh volume, e.g.
Terrain.toMesh(Mesh3D mesh,
int minX,
int minZ,
int maxX,
int maxZ)
Terrain.toMesh(Mesh3D mesh,
int mix,
int miz,
int mxx,
int mxz,
float groundLevel)
Attempts to load an STL model from the given
InputStream
.
Attempts to load an STL model from the given
InputStream
.
Attempts to load an STL model from the given file path.
Creates a new selector assigned to the given mesh
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final void
Draws a mesh instance using flat shading.
final void
ToxiclibsSupport.mesh(Mesh3D mesh,
boolean smooth)
final void
ToxiclibsSupport.mesh(Mesh3D mesh,
boolean smooth,
float normalLength)
final void
Draws the given mesh with each face or vertex tinted using its related
normal vector as RGB color.
final void
final void
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Computes the surface mesh for the given volumetric data and iso value.
Computes the surface mesh for the given iso value.
Computes the surface mesh for the given volumetric data and iso value.
Computes the surface mesh for the given iso value.