HE_Mesh2014
2.0.11
|
Classes | |
class | EyeProximityComparator |
class | Unproject |
Public Member Functions | |
WB_Render3D (final PApplet home) | |
WB_Render3D (final PGraphics3D home) | |
void | drawPoint (final WB_Coordinate p) |
void | drawPoint (final WB_Coordinate p, final double r) |
void | drawVector (final WB_Coordinate p, final WB_Coordinate v, final double r) |
void | drawLine (final WB_Line L, final double d) |
void | drawRay (final WB_Ray R, final double d) |
void | drawSegment (final WB_Segment S) |
void | drawSegment (final WB_Coordinate p, final WB_Coordinate q) |
void | drawPolyLine (final WB_PolyLine P) |
void | drawRing (final WB_Ring P) |
void | drawSimplePolygon (final WB_Polygon P) |
void | drawPolygon (final WB_Polygon P) |
void | drawPolygonEdges (final WB_Polygon P) |
void | drawCircle (final WB_Circle C) |
void | drawTriangle (final WB_Coordinate p1, final WB_Coordinate p2, final WB_Coordinate p3) |
void | drawTriangle (final int[] tri, final List<?extends WB_Coordinate > points) |
void | drawTriangle (final int[] tri, final WB_Coordinate[] points) |
void | drawTriangulation (final WB_Triangulation2D tri, final List<?extends WB_Coordinate > points) |
void | drawTriangulationEdges (final WB_Triangulation2D tri, final List<?extends WB_Coordinate > points) |
void | drawPlane (final WB_Plane P, final double d) |
void | draw (final WB_Geometry geometry, final double...f) |
void | draw (final Collection<?extends WB_Geometry > geometry, final double...f) |
void | draw (final WB_Geometry[] geometry, final double...f) |
void | drawMesh (final WB_Mesh mesh) |
PShape | toSmoothPShape (final WB_FaceListMesh mesh) |
PShape | toFacetedPShape (final WB_FaceListMesh mesh) |
PShape | toSmoothPShape (final HE_Mesh mesh) |
PShape | toSmoothPShapeWithFaceColor (final HE_Mesh mesh) |
PShape | toSmoothPShapeWithVertexColor (final HE_Mesh mesh) |
PShape | toFacetedPShape (final HE_Mesh mesh) |
PShape | toFacetedPShapeWithFaceColor (final HE_Mesh mesh) |
PShape | toFacetedPShapeWithVertexColor (final HE_Mesh mesh) |
PShape | toWireframePShape (final HE_MeshStructure mesh) |
void | drawTetrahedron (final WB_Coordinate p0, final WB_Coordinate p1, final WB_Coordinate p2, final WB_Coordinate p3) |
void | drawTetrahedron (final int[] indices, final List<?extends WB_Coordinate > points) |
void | drawTetrahedra (final int[] indices, final List<?extends WB_Coordinate > points) |
void | drawTetrahedron (final int[] indices, final WB_Coordinate[] points) |
void | drawTetrahedra (final int[] indices, final WB_Coordinate[] points) |
void | drawAABB (final WB_AABB AABB) |
void | draw (final Collection<?extends WB_Coordinate > points, final double d) |
void | draw (final Collection< WB_Circle > circles) |
void | draw (final Collection< WB_Curve > curves, final int steps) |
void | drawTree (final WB_AABBTree tree) |
void | drawTree (final WB_AABBTree tree, final int level) |
void | draw (final WB_Coordinate point, final double d) |
void | draw (final WB_Coordinate p, final WB_Coordinate q) |
void | draw (final WB_Coordinate p, final WB_Vector v, final double d) |
void | drawCurve (final WB_Curve C, final int steps) |
void | drawFrame (final WB_Frame frame) |
void | drawFrameNode (final WB_FrameNode node, final double s) |
void | drawFrameStrut (final WB_FrameStrut strut) |
void | drawBezierEdges (final HE_MeshStructure mesh) |
void | drawEdge (final HE_Halfedge e) |
void | drawEdge (final long key, final HE_Mesh mesh) |
void | drawEdges (final Collection<?extends HE_MeshStructure > meshes) |
void | drawEdges (final HE_MeshStructure mesh) |
void | drawEdges (final HE_Selection selection) |
void | drawEdgesWithLabel (final int label, final HE_MeshStructure mesh) |
void | drawEdgesWithInternalLabel (final int label, final HE_MeshStructure mesh) |
void | drawFace (final HE_Face f) |
void | drawFace (final HE_Face f, final PImage texture) |
void | drawFace (final HE_Face f, final PImage[] textures) |
void | drawFace (final HE_Face f, final boolean smooth) |
void | drawFace (final HE_Face f, final PImage texture, final boolean smooth) |
void | drawFace (final HE_Face f, final PImage[] textures, final boolean smooth) |
void | drawFaceFC (final HE_Face f, final boolean smooth) |
void | drawFaceHC (final HE_Face f, final boolean smooth) |
void | drawFaceVC (final HE_Face f, final boolean smooth) |
void | drawFace (final Long key, final boolean smooth, final HE_MeshStructure mesh) |
void | drawFace (final Long key, final HE_MeshStructure mesh) |
void | drawFaceFC (final HE_Face f) |
void | drawFaceHC (final HE_Face f) |
void | drawFaceVC (final HE_Face f) |
void | drawFaces (final Collection<?extends HE_MeshStructure > meshes) |
void | drawFaces (final HE_MeshStructure mesh) |
void | drawFaces (final HE_MeshStructure mesh, final PImage texture) |
void | drawFaces (final HE_MeshStructure mesh, final PImage[] textures) |
void | drawFacesWithLabel (final int label, final HE_MeshStructure mesh) |
void | drawFacesWithInternalLabel (final int label, final HE_MeshStructure mesh) |
void | drawFacesFC (final HE_MeshStructure mesh) |
void | drawFacesHC (final HE_MeshStructure mesh) |
void | drawFacesVC (final HE_MeshStructure mesh) |
void | drawFaceSmooth (final Long key, final HE_MeshStructure mesh) |
void | drawFaceSmooth (final HE_Face f) |
void | drawFaceSmoothFC (final Long key, final HE_MeshStructure mesh) |
void | drawFaceSmoothFC (final HE_Face f) |
void | drawFaceSmoothVC (final Long key, final HE_MeshStructure mesh) |
void | drawFaceSmoothVC (final HE_Face f) |
void | drawFaceSmoothHC (final Long key, final HE_MeshStructure mesh) |
void | drawFaceSmoothHC (final HE_Face f) |
void | drawFacesSmooth (final HE_MeshStructure mesh) |
void | drawFacesSmooth (final HE_MeshStructure mesh, final PImage texture) |
void | drawFacesSmooth (final HE_MeshStructure mesh, final PImage[] textures) |
void | drawFacesSmoothFC (final HE_MeshStructure mesh) |
void | drawFacesSmoothHC (final HE_MeshStructure mesh) |
void | drawFacesSmoothVC (final HE_MeshStructure mesh) |
void | drawLeafs (final WB_AABBTree tree) |
void | drawNode (final WB_AABBNode node) |
void | drawNodes (final WB_Frame frame, final double s) |
void | drawPoints (final Collection<?extends WB_Coordinate > points, final double d) |
void | drawPoints (final WB_Coordinate[] points, final double d) |
void | drawPolygon (final Collection<?extends WB_Polygon > polygons) |
void | drawPolygonEdges (final Collection<?extends WB_Polygon > polygons) |
void | drawPolygonVertices (final Collection< WB_Polygon > polygons, final double d) |
void | drawPolygonVertices (final WB_Polygon polygon, final double d) |
void | drawPolylineEdges (final Collection< WB_PolyLine > polylines) |
void | drawPolylineEdges (final WB_PolyLine P) |
void | drawPolylineVertices (final Collection< WB_PolyLine > polylines, final double d) |
void | drawPolylineVertices (final WB_PolyLine P, final double d) |
void | drawSegment (final Collection<?extends WB_Segment > segments) |
void | drawPath (final HE_Path path) |
void | drawSegment2D (final Collection<?extends WB_Segment > segments) |
void | drawSegment2D (final WB_Segment segment) |
void | drawSegment2D (final WB_Segment[] segments) |
void | drawTriangle (final Collection<?extends WB_Triangle > triangles) |
void | drawTriangle (final WB_Triangle triangle) |
void | drawTriangle2D (final Collection<?extends WB_Triangle > triangles) |
void | drawTriangle2D (final WB_Triangle triangle) |
void | drawTriangle2D (final WB_Triangle[] triangles) |
void | drawTriangle2DEdges (final Collection<?extends WB_Triangle > triangles) |
void | drawTriangle2DEdges (final WB_Triangle triangle) |
void | drawTriangle2DEdges (final WB_Triangle[] triangles) |
void | drawTriangleEdges (final Collection<?extends WB_Triangle > triangles) |
void | drawTriangleEdges (final WB_Triangle triangle) |
void | drawVertex (final Long key, final double d, final HE_MeshStructure mesh) |
void | drawVertices (final double d, final HE_MeshStructure mesh) |
WB_Ray | getPickingRay (final double x, final double y) |
HE_Face | pickClosestFace (final HE_Mesh mesh, final double x, final double y) |
HE_Vertex | pickVertex (final HE_Mesh mesh, final double x, final double y) |
HE_Halfedge | pickEdge (final HE_Mesh mesh, final double x, final double y) |
HE_Face | pickFurthestFace (final HE_Mesh mesh, final double x, final double y) |
HE_Face | pickClosestFace (final WB_AABBTree meshtree, final double x, final double y) |
HE_Face | pickFurthestFace (final WB_AABBTree meshtree, final double x, final double y) |
List< HE_Face > | pickFaces (final HE_Mesh mesh, final double x, final double y) |
List< HE_Face > | pickFaces (final WB_AABBTree meshtree, final double x, final double y) |
void | drawBadVertices (final double d, final HE_MeshStructure mesh) |
void | drawBoundaryEdges (final HE_MeshStructure mesh) |
void | drawBoundaryHalfedges (final HE_MeshStructure mesh) |
void | drawFaceNormal (final HE_Face f, final double d) |
void | drawFaceNormals (final double d, final HE_MeshStructure mesh) |
void | drawFaceTypes (final HE_MeshStructure mesh) |
void | drawHalfedge (final HE_Halfedge he, final double d, final double s) |
void | drawHalfedge (final HE_Halfedge he, final double d, final double s, final double f) |
void | drawHalfedge (final Long key, final double d, final double s, final HE_MeshStructure mesh) |
void | drawHalfedges (final double d, final double f, final HE_MeshStructure mesh) |
void | drawHalfedges (final double d, final HE_MeshStructure mesh) |
void | drawHalfedgeSimple (final HE_Halfedge he, final double d, final double s) |
void | drawVertexNormals (final double d, final HE_MeshStructure mesh) |
void | setVertexColorFromTexture (final HE_Mesh mesh, final PImage texture) |
void | setHalfedgeColorFromTexture (final HE_Mesh mesh, final PImage texture) |
void | setFaceColorFromTexture (final HE_Mesh mesh, final PImage texture) |
Static Public Attributes | |
static final WB_GeometryFactory | geometryfactory |
Private Member Functions | |
void | vertex (final WB_Coordinate p) |
void | drawPolygon (final int[] indices, final WB_CoordinateSequence points) |
void | drawLeafNode (final WB_AABBNode node) |
void | drawNode (final WB_AABBNode node, final int level) |
int | getColorFromPImage (final double u, final double v, final PImage texture) |
Private Attributes | |
final PGraphics3D | home |
final Unproject | unproject = new Unproject() |
wblut.processing.WB_Render3D.WB_Render3D | ( | final PApplet | home | ) |
home |
wblut.processing.WB_Render3D.WB_Render3D | ( | final PGraphics3D | home | ) |
home |
void wblut.processing.WB_Render3D.draw | ( | final WB_Geometry | geometry, |
final double... | f | ||
) |
geometry | |
f |
void wblut.processing.WB_Render3D.draw | ( | final Collection<?extends WB_Geometry > | geometry, |
final double... | f | ||
) |
geometry | |
f |
void wblut.processing.WB_Render3D.draw | ( | final WB_Geometry[] | geometry, |
final double... | f | ||
) |
geometry | |
f |
void wblut.processing.WB_Render3D.draw | ( | final Collection<?extends WB_Coordinate > | points, |
final double | d | ||
) |
points | |
d |
void wblut.processing.WB_Render3D.draw | ( | final Collection< WB_Circle > | circles | ) |
circles |
void wblut.processing.WB_Render3D.draw | ( | final Collection< WB_Curve > | curves, |
final int | steps | ||
) |
curves | |
steps |
void wblut.processing.WB_Render3D.draw | ( | final WB_Coordinate | point, |
final double | d | ||
) |
point | |
d |
void wblut.processing.WB_Render3D.draw | ( | final WB_Coordinate | p, |
final WB_Coordinate | q | ||
) |
p | |
q |
void wblut.processing.WB_Render3D.draw | ( | final WB_Coordinate | p, |
final WB_Vector | v, | ||
final double | d | ||
) |
p | |
v | |
d |
void wblut.processing.WB_Render3D.drawAABB | ( | final WB_AABB | AABB | ) |
AABB |
void wblut.processing.WB_Render3D.drawBadVertices | ( | final double | d, |
final HE_MeshStructure | mesh | ||
) |
d | |
mesh |
void wblut.processing.WB_Render3D.drawBezierEdges | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawBoundaryEdges | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawBoundaryHalfedges | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawCircle | ( | final WB_Circle | C | ) |
C |
void wblut.processing.WB_Render3D.drawCurve | ( | final WB_Curve | C, |
final int | steps | ||
) |
C | |
steps |
void wblut.processing.WB_Render3D.drawEdge | ( | final HE_Halfedge | e | ) |
Draw one edge.
e | edge |
void wblut.processing.WB_Render3D.drawEdge | ( | final long | key, |
final HE_Mesh | mesh | ||
) |
key | |
mesh |
void wblut.processing.WB_Render3D.drawEdges | ( | final Collection<?extends HE_MeshStructure > | meshes | ) |
Draw edges.
meshes | the meshes |
void wblut.processing.WB_Render3D.drawEdges | ( | final HE_MeshStructure | mesh | ) |
Draw mesh edges.
mesh | the mesh |
void wblut.processing.WB_Render3D.drawEdges | ( | final HE_Selection | selection | ) |
Draw edges of selection.
selection | selection to draw |
void wblut.processing.WB_Render3D.drawEdgesWithInternalLabel | ( | final int | label, |
final HE_MeshStructure | mesh | ||
) |
label | |
mesh |
void wblut.processing.WB_Render3D.drawEdgesWithLabel | ( | final int | label, |
final HE_MeshStructure | mesh | ||
) |
Draw mesh edges.
label | the label |
mesh | the mesh |
void wblut.processing.WB_Render3D.drawFace | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFace | ( | final HE_Face | f, |
final PImage | texture | ||
) |
void wblut.processing.WB_Render3D.drawFace | ( | final HE_Face | f, |
final PImage[] | textures | ||
) |
void wblut.processing.WB_Render3D.drawFace | ( | final HE_Face | f, |
final boolean | smooth | ||
) |
f | |
smooth |
void wblut.processing.WB_Render3D.drawFace | ( | final HE_Face | f, |
final PImage | texture, | ||
final boolean | smooth | ||
) |
void wblut.processing.WB_Render3D.drawFace | ( | final HE_Face | f, |
final PImage[] | textures, | ||
final boolean | smooth | ||
) |
void wblut.processing.WB_Render3D.drawFace | ( | final Long | key, |
final boolean | smooth, | ||
final HE_MeshStructure | mesh | ||
) |
key | |
smooth | |
mesh |
void wblut.processing.WB_Render3D.drawFace | ( | final Long | key, |
final HE_MeshStructure | mesh | ||
) |
key | |
mesh |
void wblut.processing.WB_Render3D.drawFaceFC | ( | final HE_Face | f, |
final boolean | smooth | ||
) |
f | |
smooth |
void wblut.processing.WB_Render3D.drawFaceFC | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFaceHC | ( | final HE_Face | f, |
final boolean | smooth | ||
) |
f | |
smooth |
void wblut.processing.WB_Render3D.drawFaceHC | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFaceNormal | ( | final HE_Face | f, |
final double | d | ||
) |
f | |
d |
void wblut.processing.WB_Render3D.drawFaceNormals | ( | final double | d, |
final HE_MeshStructure | mesh | ||
) |
d | |
mesh |
void wblut.processing.WB_Render3D.drawFaces | ( | final Collection<?extends HE_MeshStructure > | meshes | ) |
meshes |
void wblut.processing.WB_Render3D.drawFaces | ( | final HE_MeshStructure | mesh | ) |
Draw mesh faces. Typically used with noStroke();
mesh | the mesh |
void wblut.processing.WB_Render3D.drawFaces | ( | final HE_MeshStructure | mesh, |
final PImage | texture | ||
) |
void wblut.processing.WB_Render3D.drawFaces | ( | final HE_MeshStructure | mesh, |
final PImage[] | textures | ||
) |
void wblut.processing.WB_Render3D.drawFacesFC | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawFacesHC | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawFaceSmooth | ( | final Long | key, |
final HE_MeshStructure | mesh | ||
) |
Draw one face using vertex normals.
key | key of face |
mesh | the mesh |
void wblut.processing.WB_Render3D.drawFaceSmooth | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFaceSmoothFC | ( | final Long | key, |
final HE_MeshStructure | mesh | ||
) |
key | |
mesh |
void wblut.processing.WB_Render3D.drawFaceSmoothFC | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFaceSmoothHC | ( | final Long | key, |
final HE_MeshStructure | mesh | ||
) |
key | |
mesh |
void wblut.processing.WB_Render3D.drawFaceSmoothHC | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFaceSmoothVC | ( | final Long | key, |
final HE_MeshStructure | mesh | ||
) |
key | |
mesh |
void wblut.processing.WB_Render3D.drawFaceSmoothVC | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFacesSmooth | ( | final HE_MeshStructure | mesh | ) |
Draw mesh faces using vertex normals. Typically used with noStroke().
mesh | the mesh |
void wblut.processing.WB_Render3D.drawFacesSmooth | ( | final HE_MeshStructure | mesh, |
final PImage | texture | ||
) |
void wblut.processing.WB_Render3D.drawFacesSmooth | ( | final HE_MeshStructure | mesh, |
final PImage[] | textures | ||
) |
void wblut.processing.WB_Render3D.drawFacesSmoothFC | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawFacesSmoothHC | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawFacesSmoothVC | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawFacesVC | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawFacesWithInternalLabel | ( | final int | label, |
final HE_MeshStructure | mesh | ||
) |
label | |
mesh |
void wblut.processing.WB_Render3D.drawFacesWithLabel | ( | final int | label, |
final HE_MeshStructure | mesh | ||
) |
Draw mesh faces matching label. Typically used with noStroke();
label | the label |
mesh | the mesh |
void wblut.processing.WB_Render3D.drawFaceTypes | ( | final HE_MeshStructure | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawFaceVC | ( | final HE_Face | f, |
final boolean | smooth | ||
) |
f | |
smooth |
void wblut.processing.WB_Render3D.drawFaceVC | ( | final HE_Face | f | ) |
f |
void wblut.processing.WB_Render3D.drawFrame | ( | final WB_Frame | frame | ) |
frame |
void wblut.processing.WB_Render3D.drawFrameNode | ( | final WB_FrameNode | node, |
final double | s | ||
) |
node | |
s |
void wblut.processing.WB_Render3D.drawFrameStrut | ( | final WB_FrameStrut | strut | ) |
strut |
void wblut.processing.WB_Render3D.drawHalfedge | ( | final HE_Halfedge | he, |
final double | d, | ||
final double | s | ||
) |
he | |
d | |
s |
void wblut.processing.WB_Render3D.drawHalfedge | ( | final HE_Halfedge | he, |
final double | d, | ||
final double | s, | ||
final double | f | ||
) |
he | |
d | |
s | |
f |
void wblut.processing.WB_Render3D.drawHalfedge | ( | final Long | key, |
final double | d, | ||
final double | s, | ||
final HE_MeshStructure | mesh | ||
) |
key | |
d | |
s | |
mesh |
void wblut.processing.WB_Render3D.drawHalfedges | ( | final double | d, |
final double | f, | ||
final HE_MeshStructure | mesh | ||
) |
d | |
f | |
mesh |
void wblut.processing.WB_Render3D.drawHalfedges | ( | final double | d, |
final HE_MeshStructure | mesh | ||
) |
d | |
mesh |
void wblut.processing.WB_Render3D.drawHalfedgeSimple | ( | final HE_Halfedge | he, |
final double | d, | ||
final double | s | ||
) |
he | |
d | |
s |
|
private |
Draw leaf node.
node | the node |
void wblut.processing.WB_Render3D.drawLeafs | ( | final WB_AABBTree | tree | ) |
Draw leafs.
tree | the tree |
void wblut.processing.WB_Render3D.drawLine | ( | final WB_Line | L, |
final double | d | ||
) |
L | |
d |
void wblut.processing.WB_Render3D.drawMesh | ( | final WB_Mesh | mesh | ) |
mesh |
void wblut.processing.WB_Render3D.drawNode | ( | final WB_AABBNode | node | ) |
Draw node.
node | the node |
|
private |
Draw node.
node | the node |
level | the level |
void wblut.processing.WB_Render3D.drawNodes | ( | final WB_Frame | frame, |
final double | s | ||
) |
Draw nodes.
frame | the frame |
s | the s |
void wblut.processing.WB_Render3D.drawPath | ( | final HE_Path | path | ) |
path |
void wblut.processing.WB_Render3D.drawPlane | ( | final WB_Plane | P, |
final double | d | ||
) |
P | |
d |
void wblut.processing.WB_Render3D.drawPoint | ( | final WB_Coordinate | p | ) |
p |
void wblut.processing.WB_Render3D.drawPoint | ( | final WB_Coordinate | p, |
final double | r | ||
) |
p | |
r |
void wblut.processing.WB_Render3D.drawPoints | ( | final Collection<?extends WB_Coordinate > | points, |
final double | d | ||
) |
points | |
d |
void wblut.processing.WB_Render3D.drawPoints | ( | final WB_Coordinate[] | points, |
final double | d | ||
) |
points | |
d |
void wblut.processing.WB_Render3D.drawPolygon | ( | final WB_Polygon | P | ) |
P |
|
private |
indices | |
points |
void wblut.processing.WB_Render3D.drawPolygon | ( | final Collection<?extends WB_Polygon > | polygons | ) |
polygons |
void wblut.processing.WB_Render3D.drawPolygonEdges | ( | final WB_Polygon | P | ) |
P |
void wblut.processing.WB_Render3D.drawPolygonEdges | ( | final Collection<?extends WB_Polygon > | polygons | ) |
polygons |
void wblut.processing.WB_Render3D.drawPolygonVertices | ( | final Collection< WB_Polygon > | polygons, |
final double | d | ||
) |
polygons | |
d |
void wblut.processing.WB_Render3D.drawPolygonVertices | ( | final WB_Polygon | polygon, |
final double | d | ||
) |
polygon | |
d |
void wblut.processing.WB_Render3D.drawPolyLine | ( | final WB_PolyLine | P | ) |
P |
void wblut.processing.WB_Render3D.drawPolylineEdges | ( | final Collection< WB_PolyLine > | polylines | ) |
polylines |
void wblut.processing.WB_Render3D.drawPolylineEdges | ( | final WB_PolyLine | P | ) |
P |
void wblut.processing.WB_Render3D.drawPolylineVertices | ( | final Collection< WB_PolyLine > | polylines, |
final double | d | ||
) |
polylines | |
d |
void wblut.processing.WB_Render3D.drawPolylineVertices | ( | final WB_PolyLine | P, |
final double | d | ||
) |
P | |
d |
void wblut.processing.WB_Render3D.drawRay | ( | final WB_Ray | R, |
final double | d | ||
) |
R | |
d |
void wblut.processing.WB_Render3D.drawRing | ( | final WB_Ring | P | ) |
P |
void wblut.processing.WB_Render3D.drawSegment | ( | final WB_Segment | S | ) |
S |
void wblut.processing.WB_Render3D.drawSegment | ( | final WB_Coordinate | p, |
final WB_Coordinate | q | ||
) |
p | |
q |
void wblut.processing.WB_Render3D.drawSegment | ( | final Collection<?extends WB_Segment > | segments | ) |
segments |
void wblut.processing.WB_Render3D.drawSegment2D | ( | final Collection<?extends WB_Segment > | segments | ) |
segments |
void wblut.processing.WB_Render3D.drawSegment2D | ( | final WB_Segment | segment | ) |
segment |
void wblut.processing.WB_Render3D.drawSegment2D | ( | final WB_Segment[] | segments | ) |
segments |
void wblut.processing.WB_Render3D.drawSimplePolygon | ( | final WB_Polygon | P | ) |
P |
void wblut.processing.WB_Render3D.drawTetrahedra | ( | final int[] | indices, |
final List<?extends WB_Coordinate > | points | ||
) |
indices | |
points |
void wblut.processing.WB_Render3D.drawTetrahedra | ( | final int[] | indices, |
final WB_Coordinate[] | points | ||
) |
indices | |
points |
void wblut.processing.WB_Render3D.drawTetrahedron | ( | final WB_Coordinate | p0, |
final WB_Coordinate | p1, | ||
final WB_Coordinate | p2, | ||
final WB_Coordinate | p3 | ||
) |
p0 | |
p1 | |
p2 | |
p3 |
void wblut.processing.WB_Render3D.drawTetrahedron | ( | final int[] | indices, |
final List<?extends WB_Coordinate > | points | ||
) |
indices | |
points |
void wblut.processing.WB_Render3D.drawTetrahedron | ( | final int[] | indices, |
final WB_Coordinate[] | points | ||
) |
indices | |
points |
void wblut.processing.WB_Render3D.drawTree | ( | final WB_AABBTree | tree | ) |
tree |
void wblut.processing.WB_Render3D.drawTree | ( | final WB_AABBTree | tree, |
final int | level | ||
) |
tree | |
level |
void wblut.processing.WB_Render3D.drawTriangle | ( | final WB_Coordinate | p1, |
final WB_Coordinate | p2, | ||
final WB_Coordinate | p3 | ||
) |
p1 | |
p2 | |
p3 |
void wblut.processing.WB_Render3D.drawTriangle | ( | final int[] | tri, |
final List<?extends WB_Coordinate > | points | ||
) |
tri | |
points |
void wblut.processing.WB_Render3D.drawTriangle | ( | final int[] | tri, |
final WB_Coordinate[] | points | ||
) |
tri | |
points |
void wblut.processing.WB_Render3D.drawTriangle | ( | final Collection<?extends WB_Triangle > | triangles | ) |
triangles |
void wblut.processing.WB_Render3D.drawTriangle | ( | final WB_Triangle | triangle | ) |
triangle |
void wblut.processing.WB_Render3D.drawTriangle2D | ( | final Collection<?extends WB_Triangle > | triangles | ) |
triangles |
void wblut.processing.WB_Render3D.drawTriangle2D | ( | final WB_Triangle | triangle | ) |
triangle |
void wblut.processing.WB_Render3D.drawTriangle2D | ( | final WB_Triangle[] | triangles | ) |
triangles |
void wblut.processing.WB_Render3D.drawTriangle2DEdges | ( | final Collection<?extends WB_Triangle > | triangles | ) |
triangles |
void wblut.processing.WB_Render3D.drawTriangle2DEdges | ( | final WB_Triangle | triangle | ) |
triangle |
void wblut.processing.WB_Render3D.drawTriangle2DEdges | ( | final WB_Triangle[] | triangles | ) |
triangles |
void wblut.processing.WB_Render3D.drawTriangleEdges | ( | final Collection<?extends WB_Triangle > | triangles | ) |
triangles |
void wblut.processing.WB_Render3D.drawTriangleEdges | ( | final WB_Triangle | triangle | ) |
triangle |
void wblut.processing.WB_Render3D.drawTriangulation | ( | final WB_Triangulation2D | tri, |
final List<?extends WB_Coordinate > | points | ||
) |
tri | |
points |
void wblut.processing.WB_Render3D.drawTriangulationEdges | ( | final WB_Triangulation2D | tri, |
final List<?extends WB_Coordinate > | points | ||
) |
tri | |
points |
void wblut.processing.WB_Render3D.drawVector | ( | final WB_Coordinate | p, |
final WB_Coordinate | v, | ||
final double | r | ||
) |
p | |
v | |
r |
void wblut.processing.WB_Render3D.drawVertex | ( | final Long | key, |
final double | d, | ||
final HE_MeshStructure | mesh | ||
) |
key | |
d | |
mesh |
void wblut.processing.WB_Render3D.drawVertexNormals | ( | final double | d, |
final HE_MeshStructure | mesh | ||
) |
d | |
mesh |
void wblut.processing.WB_Render3D.drawVertices | ( | final double | d, |
final HE_MeshStructure | mesh | ||
) |
d | |
mesh |
|
private |
WB_Ray wblut.processing.WB_Render3D.getPickingRay | ( | final double | x, |
final double | y | ||
) |
x | |
y |
HE_Face wblut.processing.WB_Render3D.pickClosestFace | ( | final HE_Mesh | mesh, |
final double | x, | ||
final double | y | ||
) |
mesh | |
x | |
y |
HE_Face wblut.processing.WB_Render3D.pickClosestFace | ( | final WB_AABBTree | meshtree, |
final double | x, | ||
final double | y | ||
) |
meshtree | |
x | |
y |
HE_Halfedge wblut.processing.WB_Render3D.pickEdge | ( | final HE_Mesh | mesh, |
final double | x, | ||
final double | y | ||
) |
mesh | |
x | |
y |
List<HE_Face> wblut.processing.WB_Render3D.pickFaces | ( | final HE_Mesh | mesh, |
final double | x, | ||
final double | y | ||
) |
mesh | |
x | |
y |
List<HE_Face> wblut.processing.WB_Render3D.pickFaces | ( | final WB_AABBTree | meshtree, |
final double | x, | ||
final double | y | ||
) |
meshtree | |
x | |
y |
HE_Face wblut.processing.WB_Render3D.pickFurthestFace | ( | final HE_Mesh | mesh, |
final double | x, | ||
final double | y | ||
) |
mesh | |
x | |
y |
HE_Face wblut.processing.WB_Render3D.pickFurthestFace | ( | final WB_AABBTree | meshtree, |
final double | x, | ||
final double | y | ||
) |
meshtree | |
x | |
y |
HE_Vertex wblut.processing.WB_Render3D.pickVertex | ( | final HE_Mesh | mesh, |
final double | x, | ||
final double | y | ||
) |
mesh | |
x | |
y |
void wblut.processing.WB_Render3D.setFaceColorFromTexture | ( | final HE_Mesh | mesh, |
final PImage | texture | ||
) |
void wblut.processing.WB_Render3D.setHalfedgeColorFromTexture | ( | final HE_Mesh | mesh, |
final PImage | texture | ||
) |
void wblut.processing.WB_Render3D.setVertexColorFromTexture | ( | final HE_Mesh | mesh, |
final PImage | texture | ||
) |
PShape wblut.processing.WB_Render3D.toFacetedPShape | ( | final WB_FaceListMesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toFacetedPShape | ( | final HE_Mesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toFacetedPShapeWithFaceColor | ( | final HE_Mesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toFacetedPShapeWithVertexColor | ( | final HE_Mesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toSmoothPShape | ( | final WB_FaceListMesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toSmoothPShape | ( | final HE_Mesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toSmoothPShapeWithFaceColor | ( | final HE_Mesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toSmoothPShapeWithVertexColor | ( | final HE_Mesh | mesh | ) |
mesh |
PShape wblut.processing.WB_Render3D.toWireframePShape | ( | final HE_MeshStructure | mesh | ) |
mesh |
|
private |
p |
|
static |
|
private |