HE_Mesh2014  2.0.11
Classes | Public Member Functions | Static Public Attributes | Protected Attributes | Private Member Functions | List of all members
wblut.processing.WB_Render3D Class Reference
+ Inheritance diagram for wblut.processing.WB_Render3D:

Classes

class  PickingRay
 

Public Member Functions

 WB_Render3D (final PApplet home)
 
 WB_Render3D (final PGraphicsOpenGL home)
 
void drawAABB (final WB_AABB AABB)
 
void drawBezierEdges (final HE_MeshStructure mesh)
 
void drawBoundaryEdges (final HE_MeshStructure mesh)
 
void drawBoundaryHalfedges (final HE_MeshStructure mesh)
 
void drawCircle (final WB_Circle C)
 
void drawCircles (final Collection< WB_Circle > circles)
 
void drawCurve (final Collection< WB_Curve > curves, final int steps)
 
void drawCurve (final WB_Curve C, final double minU, final double maxU, final int steps)
 
void drawCurve (final WB_Curve C, final int steps)
 
void drawCurves (final Collection< WB_Curve > curves, final int steps)
 
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_Face f)
 
void drawEdges (final HE_MeshStructure mesh)
 
void drawEdges (final HE_Selection selection)
 
void drawEdgesWithInternalLabel (final int label, final HE_MeshStructure mesh)
 
void drawEdgesWithLabel (final int label, final HE_MeshStructure mesh)
 
void drawFace (final HE_Face f)
 
void drawFace (final HE_Face f, final boolean smooth)
 
void drawFace (final HE_Face f, final PImage texture)
 
void drawFace (final HE_Face f, final PImage texture, final boolean smooth)
 
void drawFace (final HE_Face f, final PImage[] textures)
 
void drawFace (final HE_Face f, final PImage[] textures, 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 drawFaceFC (final HE_Face f, final boolean smooth)
 
void drawFaceHC (final HE_Face f)
 
void drawFaceHC (final HE_Face f, final boolean smooth)
 
void drawFaceNormal (final HE_Face f, final double d)
 
void drawFaceNormals (final double d, final HE_MeshStructure mesh)
 
void drawFaceNormals (final HE_MeshStructure mesh, final double d)
 
void drawFaceOffset (final HE_Face f, final double d)
 
void drawFaces (final Collection<?extends HE_MeshStructure > meshes)
 
void drawFaces (final HE_MeshCollection 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 drawFacesFC (final HE_MeshStructure mesh)
 
void drawFacesHC (final HE_MeshStructure mesh)
 
void drawFaceSmooth (final HE_Face f)
 
void drawFaceSmooth (final Long key, final HE_MeshStructure mesh)
 
void drawFaceSmoothFC (final HE_Face f)
 
void drawFaceSmoothFC (final Long key, final HE_MeshStructure mesh)
 
void drawFaceSmoothHC (final HE_Face f)
 
void drawFaceSmoothHC (final Long key, final HE_MeshStructure mesh)
 
void drawFaceSmoothVC (final HE_Face f)
 
void drawFaceSmoothVC (final Long key, final HE_MeshStructure mesh)
 
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 drawFacesVC (final HE_MeshStructure mesh)
 
void drawFacesWithInternalLabel (final int label, final HE_MeshStructure mesh)
 
void drawFacesWithLabel (final int label, final HE_MeshStructure mesh)
 
void drawFaceVC (final HE_Face f)
 
void drawFaceVC (final HE_Face f, final boolean smooth)
 
void drawFrame (final WB_Frame frame)
 
void drawFrameNode (final WB_FrameNode node, final double s)
 
void drawFrameStrut (final WB_FrameStrut strut)
 
void drawHalfedgesWithInternalLabel (final int label, final HE_MeshStructure mesh)
 
void drawHalfedgesWithLabel (final int label, 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 drawHalfedges (final HE_MeshStructure mesh, final double d)
 
void drawHalfedges (final HE_MeshStructure mesh, final double d, final double f)
 
void drawHalfedgeSimple (final HE_Halfedge he, final double d, final double s)
 
void drawLeafs (final WB_AABBTree tree)
 
void drawLine (final WB_Line L, final double d)
 
void drawLineEmbedded2D (final WB_Line L, final double d, final WB_Map2D map)
 
void drawLineMapped (final WB_Line L, final double d, final WB_Map map)
 
void drawLineUnmapped (final WB_Line L, final double d, final WB_Map map)
 
void drawMesh (final WB_Mesh mesh)
 
void drawMeshEdges (final WB_Mesh mesh)
 
void drawMeshFaces (final WB_Mesh mesh)
 
void drawNode (final WB_AABBNode node)
 
void drawNodes (final WB_Frame frame, final double s)
 
void drawPath (final HE_Path path)
 
void drawPlane (final WB_Plane P, final double d)
 
void drawPoint (final Collection<?extends WB_Coord > points, final double d)
 
void drawPoint (final WB_Coord p)
 
void drawPoint (final WB_Coord p, final double r)
 
void drawPoint (final WB_Coord[] points, final double d)
 
void drawPointEmbedded2D (final Collection<?extends WB_Coord > points, final double r, final WB_Map2D map)
 
void drawPointEmbedded2D (final Collection<?extends WB_Coord > points, final WB_Map2D map)
 
void drawPointEmbedded2D (final WB_Coord p, final double r, final WB_Map2D map)
 
void drawPointEmbedded2D (final WB_Coord p, final WB_Map2D map)
 
void drawPointEmbedded2D (final WB_Coord[] points, final double r, final WB_Map2D map)
 
void drawPointEmbedded2D (final WB_Coord[] points, final WB_Map2D map)
 
void drawPointMapped (final Collection<?extends WB_Coord > points, final double r, final WB_Map map)
 
void drawPointMapped (final Collection<?extends WB_Coord > points, final WB_Map map)
 
void drawPointMapped (final WB_Coord p, final double r, final WB_Map map)
 
void drawPointMapped (final WB_Coord p, final WB_Map map)
 
void drawPointMapped (final WB_Coord[] points, final double r, final WB_Map map)
 
void drawPointMapped (final WB_Coord[] points, final WB_Map map)
 
void drawPoints (final Collection<?extends WB_Coord > points, final double d)
 
void drawPoints (final WB_Coord[] points, final double d)
 
void drawPointUnmapped (final Collection<?extends WB_Coord > points, final double r, final WB_Map map)
 
void drawPointUnmapped (final Collection<?extends WB_Coord > points, final WB_Map map)
 
void drawPointUnmapped (final WB_Coord p, final double r, final WB_Map map)
 
void drawPointUnmapped (final WB_Coord p, final WB_Map map)
 
void drawPointUnmapped (final WB_Coord[] points, final double r, final WB_Map map)
 
void drawPointUnmapped (final WB_Coord[] points, final WB_Map map)
 
void drawPolygon (final Collection<?extends WB_Polygon > polygons)
 
void drawPolygon (final int[] indices, final List<?extends WB_Coord > points)
 
void drawPolygon (final WB_Polygon P)
 
void drawPolygonEdges (final Collection<?extends WB_Polygon > polygons)
 
void drawPolygonEdges (final int[] indices, final List<?extends WB_Coord > points)
 
void drawPolygonEdges (final WB_Polygon P)
 
void drawPolygonEdgesEmbedded2D (final WB_Polygon P, final WB_Map2D map)
 
void drawPolygonEdgesMapped (final WB_Polygon P, final WB_Map map)
 
void drawPolygonEdgesUnmapped (final WB_Polygon P, final WB_Map map)
 
void drawPolygonEmbedded2D (final WB_Polygon P, final WB_Map2D map)
 
void drawPolygonMapped (final WB_Polygon P, final WB_Map map)
 
void drawPolygonUnmapped (final WB_Polygon P, final WB_Map map)
 
void drawPolygonVertices (final Collection< WB_Polygon > polygons, final double d)
 
void drawPolygonVertices (final WB_Polygon polygon, final double d)
 
void drawPolyLine (final WB_PolyLine P)
 
void drawPolylineEdges (final Collection< WB_PolyLine > polylines)
 
void drawPolylineEdges (final WB_PolyLine P)
 
void drawPolyLineEmbedded2D (final WB_PolyLine P, final WB_Map2D map)
 
void drawPolyLineMapped (final WB_PolyLine P, final WB_Map map)
 
void drawPolyLineUnmapped (final WB_PolyLine P, final WB_Map map)
 
void drawPolylineVertices (final Collection< WB_PolyLine > polylines, final double d)
 
void drawPolylineVertices (final WB_PolyLine P, final double d)
 
void drawRay (final WB_Ray R, final double d)
 
void drawRayEmbedded2D (final WB_Ray R, final double d, final WB_Map2D map)
 
void drawRayMapped (final WB_Ray R, final double d, final WB_Map map)
 
void drawRayUnmapped (final WB_Ray R, final double d, final WB_Map map)
 
void drawRing (final WB_Ring P)
 
void drawRingEmbedded2D (final WB_Ring P, final WB_Map2D map)
 
void drawRingMapped (final WB_Ring P, final WB_Map map)
 
void drawRingUnmapped (final WB_Ring P, final WB_Map map)
 
void drawSegment (final Collection<?extends WB_Segment > segments)
 
void drawSegment (final WB_Coord p, final WB_Coord q)
 
void drawSegment (final WB_Segment S)
 
void drawSegmentEmbedded2D (final Collection<?extends WB_Segment > segments, final WB_Map2D map)
 
void drawSegmentEmbedded2D (final WB_Coord p, final WB_Coord q, final WB_Map2D map)
 
void drawSegmentEmbedded2D (final WB_Segment segment, final WB_Map2D map)
 
void drawSegmentEmbedded2D (final WB_Segment[] segments, final WB_Map2D map)
 
void drawSegmentMapped (final Collection<?extends WB_Segment > segments, final WB_Map map)
 
void drawSegmentMapped (final WB_Coord p, final WB_Coord q, final WB_Map map)
 
void drawSegmentMapped (final WB_Segment segment, final WB_Map map)
 
void drawSegmentMapped (final WB_Segment[] segments, final WB_Map map)
 
void drawSegmentUnmapped (final Collection<?extends WB_Segment > segments, final WB_Map map)
 
void drawSegmentUnmapped (final WB_Coord p, final WB_Coord q, final WB_Map map)
 
void drawSegmentUnmapped (final WB_Segment segment, final WB_Map map)
 
void drawSegmentUnmapped (final WB_Segment[] segments, final WB_Map map)
 
void drawSimplePolygon (final WB_Polygon P)
 
void drawTetrahedron (final int[] indices, final List<?extends WB_Coord > points)
 
void drawTetrahedron (final int[] indices, final WB_Coord[] points)
 
void drawTetrahedron (final WB_Coord p0, final WB_Coord p1, final WB_Coord p2, final WB_Coord p3)
 
void drawTetrahedron (final WB_Tetrahedron tetra)
 
void drawTetrahedron (final Collection<?extends WB_Tetrahedron > tetras)
 
void drawTetrahedron (final WB_Tetrahedron[] tetras)
 
void drawTree (final WB_AABBTree tree)
 
void drawTree (final WB_AABBTree tree, final int level)
 
void drawTriangle (final Collection<?extends WB_Triangle > triangles)
 
void drawTriangle (final int[] tri, final List<?extends WB_Coord > points)
 
void drawTriangle (final int[] tri, final WB_Coord[] points)
 
void drawTriangle (final WB_Coord p1, final WB_Coord p2, final WB_Coord p3)
 
void drawTriangle (final WB_Triangle triangle)
 
void drawTriangleEdges (final Collection<?extends WB_Triangle > triangles)
 
void drawTriangleEdges (final WB_Triangle triangle)
 
void drawTriangleEdgesEmbedded2D (final Collection<?extends WB_Triangle > triangles, final WB_Map2D map)
 
void drawTriangleEdgesEmbedded2D (final WB_Triangle triangle, final WB_Map2D map)
 
void drawTriangleEdgesEmbedded2D (final WB_Triangle[] triangles, final WB_Map2D map)
 
void drawTriangleEdgesMapped (final Collection<?extends WB_Triangle > triangles, final WB_Map map)
 
void drawTriangleEdgesMapped (final WB_Triangle triangle, final WB_Map map)
 
void drawTriangleEdgesMapped (final WB_Triangle[] triangles, final WB_Map map)
 
void drawTriangleEdgesUnmapped (final Collection<?extends WB_Triangle > triangles, final WB_Map map)
 
void drawTriangleEdgesUnmapped (final WB_Triangle triangle, final WB_Map map)
 
void drawTriangleEdgesUnmapped (final WB_Triangle[] triangles, final WB_Map map)
 
void drawTriangleEmbedded2D (final Collection<?extends WB_Triangle > triangles, final WB_Map2D map)
 
void drawTriangleEmbedded2D (final int[] tri, final List<?extends WB_Coord > points, final WB_Map2D map)
 
void drawTriangleEmbedded2D (final int[] tri, final WB_Coord[] points, final WB_Map2D map)
 
void drawTriangleEmbedded2D (final WB_Coord p1, final WB_Coord p2, final WB_Coord p3, final WB_Map2D map)
 
void drawTriangleEmbedded2D (final WB_Triangle T, final WB_Map2D map)
 
void drawTriangleEmbedded2D (final WB_Triangle[] triangles, final WB_Map2D map)
 
void drawTriangleMapped (final Collection<?extends WB_Triangle > triangles, final WB_Map map)
 
void drawTriangleMapped (final int[] tri, final List<?extends WB_Coord > points, final WB_Map map)
 
void drawTriangleMapped (final int[] tri, final WB_Coord[] points, final WB_Map map)
 
void drawTriangleMapped (final WB_Coord p1, final WB_Coord p2, final WB_Coord p3, final WB_Map map)
 
void drawTriangleMapped (final WB_Triangle T, final WB_Map map)
 
void drawTriangleMapped (final WB_Triangle[] triangles, final WB_Map map)
 
void drawTriangleUnmapped (final Collection<?extends WB_Triangle > triangles, final WB_Map map)
 
void drawTriangleUnmapped (final int[] tri, final List<?extends WB_Coord > points, final WB_Map map)
 
void drawTriangleUnmapped (final int[] tri, final WB_Coord[] points, final WB_Map map)
 
void drawTriangleUnmapped (final WB_Coord p1, final WB_Coord p2, final WB_Coord p3, final WB_Map map)
 
void drawTriangleUnmapped (final WB_Triangle T, final WB_Map map)
 
void drawTriangleUnmapped (final WB_Triangle[] triangles, final WB_Map map)
 
void drawTriangulation (final WB_Triangulation2D tri, final List<?extends WB_Coord > points)
 
void drawTriangulation (final WB_Triangulation2D tri, final WB_Coord[] points)
 
void drawTriangulation (final WB_Triangulation3D tri, final List<?extends WB_Coord > points)
 
void drawTriangulation (final WB_Triangulation3D tri, final WB_Coord[] points)
 
void drawTriangulationEdges (final WB_Triangulation2D tri, final List<?extends WB_Coord > points)
 
void drawTriangulationEdges (final WB_Triangulation2D tri, final WB_Coord[] points)
 
void drawTriangulationEdgesEmbedded2D (final WB_Triangulation2D tri, final List<?extends WB_Coord > points, final WB_Map2D map)
 
void drawTriangulationEdgesEmbedded2D (final WB_Triangulation2D tri, final WB_Coord[] points, final WB_Map2D map)
 
void drawTriangulationEdgesMapped (final WB_Triangulation2D tri, final List<?extends WB_Coord > points, final WB_Map map)
 
void drawTriangulationEdgesMapped (final WB_Triangulation2D tri, final WB_Coord[] points, final WB_Map map)
 
void drawTriangulationEdgesUnmapped (final WB_Triangulation2D tri, final List<?extends WB_Coord > points, final WB_Map map)
 
void drawTriangulationEdgesUnmapped (final WB_Triangulation2D tri, final WB_Coord[] points, final WB_Map map)
 
void drawTriangulationEmbedded2D (final WB_Triangulation2D tri, final List<?extends WB_Coord > points, final WB_Map2D map)
 
void drawTriangulationEmbedded2D (final WB_Triangulation2D tri, final WB_Coord[] points, final WB_Map2D map)
 
void drawTriangulationMapped (final WB_Triangulation2D tri, final List<?extends WB_Coord > points, final WB_Map map)
 
void drawTriangulationMapped (final WB_Triangulation2D tri, final WB_Coord[] points, final WB_Map map)
 
void drawTriangulationUnmapped (final WB_Triangulation2D tri, final List<?extends WB_Coord > points, final WB_Map map)
 
void drawTriangulationUnmapped (final WB_Triangulation2D tri, final WB_Coord[] points, final WB_Map map)
 
void drawVector (final WB_Coord p, final WB_Coord v, final double r)
 
void drawVectorEmbedded2D (final WB_Coord p, final WB_Coord v, final double r, final WB_Map2D map)
 
void drawVectorMapped (final WB_Coord p, final WB_Coord v, final double r, final WB_Map map)
 
void drawVectorUnmapped (final WB_Coord p, final WB_Coord v, final double r, final WB_Map map)
 
void drawVertex (final Long key, final double d, final HE_MeshStructure mesh)
 
void drawVertex (final Long key, final HE_MeshStructure mesh, final double d)
 
void drawVertex (final HE_Vertex v, final double d)
 
void drawVertexNormals (final double d, final HE_MeshStructure mesh)
 
void drawVertexNormals (final HE_MeshStructure mesh, final double d)
 
void drawVertices (final double d, final HE_MeshStructure mesh)
 
void drawVertices (final HE_MeshStructure mesh, final double d)
 
PGraphicsOpenGL getHome ()
 
WB_Ray getPickingRay (final double x, final double y)
 
HE_Face pickClosestFace (final HE_Mesh mesh, final double x, final double y)
 
HE_Face pickClosestFace (final WB_AABBTree meshtree, final double x, final double y)
 
HE_Halfedge pickEdge (final HE_Mesh mesh, final double x, final double y)
 
List< HE_FacepickFaces (final HE_Mesh mesh, final double x, final double y)
 
List< HE_FacepickFaces (final WB_AABBTree meshtree, final double x, final double y)
 
HE_Face pickFurthestFace (final HE_Mesh mesh, final double x, final double y)
 
HE_Face pickFurthestFace (final WB_AABBTree meshtree, final double x, final double y)
 
HE_Vertex pickVertex (final HE_Mesh mesh, final double x, final double y)
 
void setFaceColorFromTexture (final HE_Mesh mesh, final PImage texture)
 
void setHalfedgeColorFromTexture (final HE_Mesh mesh, final PImage texture)
 
void setVertexColorFromTexture (final HE_Mesh mesh, final PImage texture)
 
PShape toFacetedPShape (final HE_Mesh mesh)
 
PShape toFacetedPShape (final HE_MeshStructure mesh, final double offset)
 
PShape toFacetedPShape (final WB_FacelistMesh mesh)
 
PShape toFacetedPShapeWithFaceColor (final HE_Mesh mesh)
 
PShape toFacetedPShapeWithVertexColor (final HE_Mesh mesh)
 
PShape toSmoothPShape (final HE_Mesh mesh)
 
PShape toSmoothPShape (final WB_FacelistMesh mesh)
 
PShape toSmoothPShapeWithFaceColor (final HE_Mesh mesh)
 
PShape toSmoothPShapeWithVertexColor (final HE_Mesh mesh)
 
PShape toWireframePShape (final HE_MeshStructure mesh)
 
void translate (final WB_Coord p)
 
void vertex (final WB_Coord p)
 
void normal (final WB_Coord n)
 
void vertexEmbedded2D (final WB_Coord p, final WB_Map2D map)
 
void vertexMapped (final WB_Coord p, final WB_Map map)
 
void vertexUnmapped (final WB_Coord p, final WB_Map map)
 
void drawVerticesWithTemporaryLabel (final int label, final HE_MeshStructure mesh, final double d)
 
void drawVerticesWithLabel (final int label, final HE_MeshStructure mesh, final double d)
 
- Public Member Functions inherited from wblut.processing.WB_Render2D
 WB_Render2D (final PApplet home)
 
 WB_Render2D (final PGraphics home)
 
void vertex2D (final WB_Coord p)
 
void drawPoint2D (final WB_Coord p)
 
void drawPoint2D (final WB_Coord p, final double r)
 
void drawPoints2D (final Collection<?extends WB_Coord > points)
 
void drawPoint2D (final Collection<?extends WB_Coord > points)
 
void drawPoints2D (final WB_Coord[] points)
 
void drawPoint2D (final WB_Coord[] points)
 
void drawPoints2D (final Collection<?extends WB_Coord > points, final double r)
 
void drawPoint2D (final Collection<?extends WB_Coord > points, final double r)
 
void drawPoints2D (final WB_Coord[] points, final double r)
 
void drawPoint2D (final WB_Coord[] points, final double r)
 
void drawVector2D (final WB_Coord p, final WB_Coord v, final double r)
 
void drawLine2D (final WB_Line L, final double d)
 
void drawRay2D (final WB_Ray R, final double d)
 
void drawSegment2D (final WB_Coord p, final WB_Coord q)
 
void drawPolyLine2D (final WB_PolyLine P)
 
void drawRing2D (final WB_Ring P)
 
void drawPolygon2D (final WB_Polygon P)
 
void drawPolygonEdges2D (final WB_Polygon P)
 
void drawCircle2D (final WB_Circle C)
 
void drawTriangle2D (final WB_Triangle T)
 
void drawTriangle2D (final WB_Coord p1, final WB_Coord p2, final WB_Coord p3)
 
void drawTriangle2D (final int[] tri, final List<?extends WB_Coord > points)
 
void drawTriangle2D (final int[] tri, final WB_Coord[] points)
 
void drawTriangulation2D (final WB_Triangulation2D tri, final List<?extends WB_Coord > points)
 
void drawTriangulationEdges2D (final WB_Triangulation2D tri, final List<?extends WB_Coord > points)
 
void drawTriangulation2D (final WB_Triangulation2D tri, final WB_Coord[] points)
 
void drawTriangulationEdges2D (final WB_Triangulation2D tri, final WB_Coord[] points)
 
void drawTriangle2D (final Collection<?extends WB_Triangle > triangles)
 
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 drawSegment2D (final Collection<?extends WB_Segment > segments)
 
void drawSegment2D (final WB_Segment segment)
 
void drawSegment2D (final WB_Segment[] segments)
 
void translate2D (final WB_Coord p)
 
- Public Member Functions inherited from wblut.processing.WB_Processing
 WB_Processing (final PApplet home)
 
 WB_Processing (final PGraphics home)
 

Static Public Attributes

static final WB_GeometryFactory geometryfactory = WB_GeometryFactory.instance()
 
static final WB_ProgressTracker tracker = WB_ProgressTracker.instance()
 

Protected Attributes

final PGraphicsOpenGL home
 
- Protected Attributes inherited from wblut.processing.WB_Processing
PGraphics home
 

Private Member Functions

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)
 
void line (final WB_Coord p, final WB_Coord q)
 

Additional Inherited Members

- Static Public Member Functions inherited from wblut.processing.WB_Processing
static int color (final int r, final int g, final int b)
 
- Protected Member Functions inherited from wblut.processing.WB_Render2D
 WB_Render2D ()
 
- Protected Member Functions inherited from wblut.processing.WB_Processing
 WB_Processing ()
 

Constructor & Destructor Documentation

wblut.processing.WB_Render3D.WB_Render3D ( final PApplet  home)
wblut.processing.WB_Render3D.WB_Render3D ( final PGraphicsOpenGL  home)
Parameters
home

Member Function Documentation

void wblut.processing.WB_Render3D.drawAABB ( final WB_AABB  AABB)
Parameters
AABB
void wblut.processing.WB_Render3D.drawBezierEdges ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawBoundaryEdges ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawBoundaryHalfedges ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawCircle ( final WB_Circle  C)
Parameters
C
void wblut.processing.WB_Render3D.drawCircles ( final Collection< WB_Circle circles)
Parameters
circles
void wblut.processing.WB_Render3D.drawCurve ( final Collection< WB_Curve curves,
final int  steps 
)
Parameters
curves
steps
void wblut.processing.WB_Render3D.drawCurve ( final WB_Curve  C,
final double  minU,
final double  maxU,
final int  steps 
)
Parameters
C
minU
maxU
steps
void wblut.processing.WB_Render3D.drawCurve ( final WB_Curve  C,
final int  steps 
)
Parameters
C
steps
void wblut.processing.WB_Render3D.drawCurves ( final Collection< WB_Curve curves,
final int  steps 
)
Parameters
curves
steps
Deprecated:
Use drawCurve(Collection<WB_Curve>,int) instead
void wblut.processing.WB_Render3D.drawEdge ( final HE_Halfedge  e)

Draw one edge.

Parameters
eedge
void wblut.processing.WB_Render3D.drawEdge ( final long  key,
final HE_Mesh  mesh 
)
Parameters
key
mesh
void wblut.processing.WB_Render3D.drawEdges ( final Collection<?extends HE_MeshStructure meshes)

Draw edges.

Parameters
meshesthe meshes
void wblut.processing.WB_Render3D.drawEdges ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawEdges ( final HE_MeshStructure  mesh)

Draw mesh edges.

Parameters
meshthe mesh
void wblut.processing.WB_Render3D.drawEdges ( final HE_Selection  selection)

Draw edges of selection.

Parameters
selectionselection to draw
void wblut.processing.WB_Render3D.drawEdgesWithInternalLabel ( final int  label,
final HE_MeshStructure  mesh 
)
Parameters
label
mesh
void wblut.processing.WB_Render3D.drawEdgesWithLabel ( final int  label,
final HE_MeshStructure  mesh 
)

Draw mesh edges.

Parameters
labelthe label
meshthe mesh
void wblut.processing.WB_Render3D.drawFace ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFace ( final HE_Face  f,
final boolean  smooth 
)
Parameters
f
smooth
void wblut.processing.WB_Render3D.drawFace ( final HE_Face  f,
final PImage  texture 
)
Parameters
f
texture
void wblut.processing.WB_Render3D.drawFace ( final HE_Face  f,
final PImage  texture,
final boolean  smooth 
)
Parameters
f
texture
smooth
void wblut.processing.WB_Render3D.drawFace ( final HE_Face  f,
final PImage[]  textures 
)
Parameters
f
textures
void wblut.processing.WB_Render3D.drawFace ( final HE_Face  f,
final PImage[]  textures,
final boolean  smooth 
)
Parameters
f
textures
smooth
void wblut.processing.WB_Render3D.drawFace ( final Long  key,
final boolean  smooth,
final HE_MeshStructure  mesh 
)
Parameters
key
smooth
mesh
void wblut.processing.WB_Render3D.drawFace ( final Long  key,
final HE_MeshStructure  mesh 
)
Parameters
key
mesh
void wblut.processing.WB_Render3D.drawFaceFC ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFaceFC ( final HE_Face  f,
final boolean  smooth 
)
Parameters
f
smooth
void wblut.processing.WB_Render3D.drawFaceHC ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFaceHC ( final HE_Face  f,
final boolean  smooth 
)
Parameters
f
smooth
void wblut.processing.WB_Render3D.drawFaceNormal ( final HE_Face  f,
final double  d 
)
Parameters
f
d
void wblut.processing.WB_Render3D.drawFaceNormals ( final double  d,
final HE_MeshStructure  mesh 
)
void wblut.processing.WB_Render3D.drawFaceNormals ( final HE_MeshStructure  mesh,
final double  d 
)
Parameters
mesh
d
void wblut.processing.WB_Render3D.drawFaceOffset ( final HE_Face  f,
final double  d 
)
Parameters
f
d
void wblut.processing.WB_Render3D.drawFaces ( final Collection<?extends HE_MeshStructure meshes)
Parameters
meshes
void wblut.processing.WB_Render3D.drawFaces ( final HE_MeshCollection  meshes)
Parameters
meshes
void wblut.processing.WB_Render3D.drawFaces ( final HE_MeshStructure  mesh)

Draw mesh faces. Typically used with noStroke();

Parameters
meshthe mesh
void wblut.processing.WB_Render3D.drawFaces ( final HE_MeshStructure  mesh,
final PImage  texture 
)
Parameters
mesh
texture
void wblut.processing.WB_Render3D.drawFaces ( final HE_MeshStructure  mesh,
final PImage[]  textures 
)
Parameters
mesh
textures
void wblut.processing.WB_Render3D.drawFacesFC ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawFacesHC ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawFaceSmooth ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFaceSmooth ( final Long  key,
final HE_MeshStructure  mesh 
)

Draw one face using vertex normals.

Parameters
keykey of face
meshthe mesh
void wblut.processing.WB_Render3D.drawFaceSmoothFC ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFaceSmoothFC ( final Long  key,
final HE_MeshStructure  mesh 
)
Parameters
key
mesh
void wblut.processing.WB_Render3D.drawFaceSmoothHC ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFaceSmoothHC ( final Long  key,
final HE_MeshStructure  mesh 
)
Parameters
key
mesh
void wblut.processing.WB_Render3D.drawFaceSmoothVC ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFaceSmoothVC ( final Long  key,
final HE_MeshStructure  mesh 
)
Parameters
key
mesh
void wblut.processing.WB_Render3D.drawFacesSmooth ( final HE_MeshStructure  mesh)

Draw mesh faces using vertex normals. Typically used with noStroke().

Parameters
meshthe mesh
void wblut.processing.WB_Render3D.drawFacesSmooth ( final HE_MeshStructure  mesh,
final PImage  texture 
)
Parameters
mesh
texture
void wblut.processing.WB_Render3D.drawFacesSmooth ( final HE_MeshStructure  mesh,
final PImage[]  textures 
)
Parameters
mesh
textures
void wblut.processing.WB_Render3D.drawFacesSmoothFC ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawFacesSmoothHC ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawFacesSmoothVC ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawFacesVC ( final HE_MeshStructure  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawFacesWithInternalLabel ( final int  label,
final HE_MeshStructure  mesh 
)
Parameters
label
mesh
void wblut.processing.WB_Render3D.drawFacesWithLabel ( final int  label,
final HE_MeshStructure  mesh 
)

Draw mesh faces matching label. Typically used with noStroke();

Parameters
labelthe label
meshthe mesh
void wblut.processing.WB_Render3D.drawFaceVC ( final HE_Face  f)
Parameters
f
void wblut.processing.WB_Render3D.drawFaceVC ( final HE_Face  f,
final boolean  smooth 
)
Parameters
f
smooth
void wblut.processing.WB_Render3D.drawFrame ( final WB_Frame  frame)
Parameters
frame
void wblut.processing.WB_Render3D.drawFrameNode ( final WB_FrameNode  node,
final double  s 
)
Parameters
node
s
void wblut.processing.WB_Render3D.drawFrameStrut ( final WB_FrameStrut  strut)
Parameters
strut
void wblut.processing.WB_Render3D.drawHalfedge ( final HE_Halfedge  he,
final double  d,
final double  s 
)
Parameters
he
d
s
void wblut.processing.WB_Render3D.drawHalfedge ( final HE_Halfedge  he,
final double  d,
final double  s,
final double  f 
)
Parameters
he
d
s
f
void wblut.processing.WB_Render3D.drawHalfedge ( final Long  key,
final double  d,
final double  s,
final HE_MeshStructure  mesh 
)
Parameters
key
d
s
mesh
void wblut.processing.WB_Render3D.drawHalfedges ( final double  d,
final double  f,
final HE_MeshStructure  mesh 
)
void wblut.processing.WB_Render3D.drawHalfedges ( final double  d,
final HE_MeshStructure  mesh 
)
void wblut.processing.WB_Render3D.drawHalfedges ( final HE_MeshStructure  mesh,
final double  d 
)
Parameters
mesh
d
void wblut.processing.WB_Render3D.drawHalfedges ( final HE_MeshStructure  mesh,
final double  d,
final double  f 
)
Parameters
mesh
d
f
void wblut.processing.WB_Render3D.drawHalfedgeSimple ( final HE_Halfedge  he,
final double  d,
final double  s 
)
Parameters
he
d
s
void wblut.processing.WB_Render3D.drawHalfedgesWithInternalLabel ( final int  label,
final HE_MeshStructure  mesh 
)
void wblut.processing.WB_Render3D.drawHalfedgesWithLabel ( final int  label,
final HE_MeshStructure  mesh 
)
void wblut.processing.WB_Render3D.drawLeafNode ( final WB_AABBNode  node)
private

Draw leaf node.

Parameters
nodethe node
void wblut.processing.WB_Render3D.drawLeafs ( final WB_AABBTree  tree)

Draw leafs.

Parameters
treethe tree
void wblut.processing.WB_Render3D.drawLine ( final WB_Line  L,
final double  d 
)
Parameters
L
d
void wblut.processing.WB_Render3D.drawLineEmbedded2D ( final WB_Line  L,
final double  d,
final WB_Map2D  map 
)
Parameters
L
d
map
void wblut.processing.WB_Render3D.drawLineMapped ( final WB_Line  L,
final double  d,
final WB_Map  map 
)
Parameters
L
d
map
void wblut.processing.WB_Render3D.drawLineUnmapped ( final WB_Line  L,
final double  d,
final WB_Map  map 
)
Parameters
L
d
map
void wblut.processing.WB_Render3D.drawMesh ( final WB_Mesh  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawMeshEdges ( final WB_Mesh  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawMeshFaces ( final WB_Mesh  mesh)
Parameters
mesh
void wblut.processing.WB_Render3D.drawNode ( final WB_AABBNode  node)

Draw node.

Parameters
nodethe node
void wblut.processing.WB_Render3D.drawNode ( final WB_AABBNode  node,
final int  level 
)
private

Draw node.

Parameters
nodethe node
levelthe level
void wblut.processing.WB_Render3D.drawNodes ( final WB_Frame  frame,
final double  s 
)

Draw nodes.

Parameters
framethe frame
sthe s
void wblut.processing.WB_Render3D.drawPath ( final HE_Path  path)
Parameters
path
void wblut.processing.WB_Render3D.drawPlane ( final WB_Plane  P,
final double  d 
)
Parameters
P
d
void wblut.processing.WB_Render3D.drawPoint ( final Collection<?extends WB_Coord points,
final double  d 
)
Parameters
points
d
void wblut.processing.WB_Render3D.drawPoint ( final WB_Coord  p)
Parameters
p
void wblut.processing.WB_Render3D.drawPoint ( final WB_Coord  p,
final double  r 
)
Parameters
p
r
void wblut.processing.WB_Render3D.drawPoint ( final WB_Coord[]  points,
final double  d 
)
Parameters
points
d
void wblut.processing.WB_Render3D.drawPointEmbedded2D ( final Collection<?extends WB_Coord points,
final double  r,
final WB_Map2D  map 
)
Parameters
points
r
map
void wblut.processing.WB_Render3D.drawPointEmbedded2D ( final Collection<?extends WB_Coord points,
final WB_Map2D  map 
)
Parameters
points
map
void wblut.processing.WB_Render3D.drawPointEmbedded2D ( final WB_Coord  p,
final double  r,
final WB_Map2D  map 
)
Parameters
p
r
map
void wblut.processing.WB_Render3D.drawPointEmbedded2D ( final WB_Coord  p,
final WB_Map2D  map 
)
Parameters
p
map
void wblut.processing.WB_Render3D.drawPointEmbedded2D ( final WB_Coord[]  points,
final double  r,
final WB_Map2D  map 
)
Parameters
points
r
map
void wblut.processing.WB_Render3D.drawPointEmbedded2D ( final WB_Coord[]  points,
final WB_Map2D  map 
)
Parameters
points
map
void wblut.processing.WB_Render3D.drawPointMapped ( final Collection<?extends WB_Coord points,
final double  r,
final WB_Map  map 
)
Parameters
points
r
map
void wblut.processing.WB_Render3D.drawPointMapped ( final Collection<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
points
map
void wblut.processing.WB_Render3D.drawPointMapped ( final WB_Coord  p,
final double  r,
final WB_Map  map 
)
Parameters
p
r
map
void wblut.processing.WB_Render3D.drawPointMapped ( final WB_Coord  p,
final WB_Map  map 
)
Parameters
p
map
void wblut.processing.WB_Render3D.drawPointMapped ( final WB_Coord[]  points,
final double  r,
final WB_Map  map 
)
Parameters
points
r
map
void wblut.processing.WB_Render3D.drawPointMapped ( final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
points
map
void wblut.processing.WB_Render3D.drawPoints ( final Collection<?extends WB_Coord points,
final double  d 
)
void wblut.processing.WB_Render3D.drawPoints ( final WB_Coord[]  points,
final double  d 
)
Parameters
points
d
Deprecated:
Use drawPoint(WB_Coord[],double) instead
void wblut.processing.WB_Render3D.drawPointUnmapped ( final Collection<?extends WB_Coord points,
final double  r,
final WB_Map  map 
)
Parameters
points
r
map
void wblut.processing.WB_Render3D.drawPointUnmapped ( final Collection<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
points
map
void wblut.processing.WB_Render3D.drawPointUnmapped ( final WB_Coord  p,
final double  r,
final WB_Map  map 
)
Parameters
p
r
map
void wblut.processing.WB_Render3D.drawPointUnmapped ( final WB_Coord  p,
final WB_Map  map 
)
Parameters
p
map
void wblut.processing.WB_Render3D.drawPointUnmapped ( final WB_Coord[]  points,
final double  r,
final WB_Map  map 
)
Parameters
points
r
map
void wblut.processing.WB_Render3D.drawPointUnmapped ( final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
points
map
void wblut.processing.WB_Render3D.drawPolygon ( final Collection<?extends WB_Polygon polygons)
Parameters
polygons
void wblut.processing.WB_Render3D.drawPolygon ( final int[]  indices,
final List<?extends WB_Coord points 
)
Parameters
indices
points
void wblut.processing.WB_Render3D.drawPolygon ( final WB_Polygon  P)
Parameters
P
void wblut.processing.WB_Render3D.drawPolygonEdges ( final Collection<?extends WB_Polygon polygons)
Parameters
polygons
void wblut.processing.WB_Render3D.drawPolygonEdges ( final int[]  indices,
final List<?extends WB_Coord points 
)
Parameters
indices
points
void wblut.processing.WB_Render3D.drawPolygonEdges ( final WB_Polygon  P)
Parameters
P
void wblut.processing.WB_Render3D.drawPolygonEdgesEmbedded2D ( final WB_Polygon  P,
final WB_Map2D  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolygonEdgesMapped ( final WB_Polygon  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolygonEdgesUnmapped ( final WB_Polygon  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolygonEmbedded2D ( final WB_Polygon  P,
final WB_Map2D  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolygonMapped ( final WB_Polygon  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolygonUnmapped ( final WB_Polygon  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolygonVertices ( final Collection< WB_Polygon polygons,
final double  d 
)
Parameters
polygons
d
void wblut.processing.WB_Render3D.drawPolygonVertices ( final WB_Polygon  polygon,
final double  d 
)
Parameters
polygon
d
void wblut.processing.WB_Render3D.drawPolyLine ( final WB_PolyLine  P)
Parameters
P
void wblut.processing.WB_Render3D.drawPolylineEdges ( final Collection< WB_PolyLine polylines)
Parameters
polylines
void wblut.processing.WB_Render3D.drawPolylineEdges ( final WB_PolyLine  P)
Parameters
P
void wblut.processing.WB_Render3D.drawPolyLineEmbedded2D ( final WB_PolyLine  P,
final WB_Map2D  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolyLineMapped ( final WB_PolyLine  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolyLineUnmapped ( final WB_PolyLine  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawPolylineVertices ( final Collection< WB_PolyLine polylines,
final double  d 
)
Parameters
polylines
d
void wblut.processing.WB_Render3D.drawPolylineVertices ( final WB_PolyLine  P,
final double  d 
)
Parameters
P
d
void wblut.processing.WB_Render3D.drawRay ( final WB_Ray  R,
final double  d 
)
Parameters
R
d
void wblut.processing.WB_Render3D.drawRayEmbedded2D ( final WB_Ray  R,
final double  d,
final WB_Map2D  map 
)
Parameters
R
d
map
void wblut.processing.WB_Render3D.drawRayMapped ( final WB_Ray  R,
final double  d,
final WB_Map  map 
)
Parameters
R
d
map
void wblut.processing.WB_Render3D.drawRayUnmapped ( final WB_Ray  R,
final double  d,
final WB_Map  map 
)
Parameters
R
d
map
void wblut.processing.WB_Render3D.drawRing ( final WB_Ring  P)
Parameters
P
void wblut.processing.WB_Render3D.drawRingEmbedded2D ( final WB_Ring  P,
final WB_Map2D  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawRingMapped ( final WB_Ring  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawRingUnmapped ( final WB_Ring  P,
final WB_Map  map 
)
Parameters
P
map
void wblut.processing.WB_Render3D.drawSegment ( final Collection<?extends WB_Segment segments)
Parameters
segments
void wblut.processing.WB_Render3D.drawSegment ( final WB_Coord  p,
final WB_Coord  q 
)
Parameters
p
q
void wblut.processing.WB_Render3D.drawSegment ( final WB_Segment  S)
Parameters
S
void wblut.processing.WB_Render3D.drawSegmentEmbedded2D ( final Collection<?extends WB_Segment segments,
final WB_Map2D  map 
)
Parameters
segments
map
void wblut.processing.WB_Render3D.drawSegmentEmbedded2D ( final WB_Coord  p,
final WB_Coord  q,
final WB_Map2D  map 
)
Parameters
p
q
map
void wblut.processing.WB_Render3D.drawSegmentEmbedded2D ( final WB_Segment  segment,
final WB_Map2D  map 
)
Parameters
segment
map
void wblut.processing.WB_Render3D.drawSegmentEmbedded2D ( final WB_Segment[]  segments,
final WB_Map2D  map 
)
Parameters
segments
map
void wblut.processing.WB_Render3D.drawSegmentMapped ( final Collection<?extends WB_Segment segments,
final WB_Map  map 
)
Parameters
segments
map
void wblut.processing.WB_Render3D.drawSegmentMapped ( final WB_Coord  p,
final WB_Coord  q,
final WB_Map  map 
)
Parameters
p
q
map
void wblut.processing.WB_Render3D.drawSegmentMapped ( final WB_Segment  segment,
final WB_Map  map 
)
Parameters
segment
map
void wblut.processing.WB_Render3D.drawSegmentMapped ( final WB_Segment[]  segments,
final WB_Map  map 
)
Parameters
segments
map
void wblut.processing.WB_Render3D.drawSegmentUnmapped ( final Collection<?extends WB_Segment segments,
final WB_Map  map 
)
Parameters
segments
map
void wblut.processing.WB_Render3D.drawSegmentUnmapped ( final WB_Coord  p,
final WB_Coord  q,
final WB_Map  map 
)
Parameters
p
q
map
void wblut.processing.WB_Render3D.drawSegmentUnmapped ( final WB_Segment  segment,
final WB_Map  map 
)
Parameters
segment
map
void wblut.processing.WB_Render3D.drawSegmentUnmapped ( final WB_Segment[]  segments,
final WB_Map  map 
)
Parameters
segments
map
void wblut.processing.WB_Render3D.drawSimplePolygon ( final WB_Polygon  P)
Parameters
P
void wblut.processing.WB_Render3D.drawTetrahedron ( final int[]  indices,
final List<?extends WB_Coord points 
)
Parameters
indices
points
void wblut.processing.WB_Render3D.drawTetrahedron ( final int[]  indices,
final WB_Coord[]  points 
)
Parameters
indices
points
void wblut.processing.WB_Render3D.drawTetrahedron ( final WB_Coord  p0,
final WB_Coord  p1,
final WB_Coord  p2,
final WB_Coord  p3 
)
Parameters
p0
p1
p2
p3
void wblut.processing.WB_Render3D.drawTetrahedron ( final WB_Tetrahedron  tetra)
Parameters
tetra
void wblut.processing.WB_Render3D.drawTetrahedron ( final Collection<?extends WB_Tetrahedron tetras)
Parameters
tetras
void wblut.processing.WB_Render3D.drawTetrahedron ( final WB_Tetrahedron[]  tetras)
Parameters
tetras
void wblut.processing.WB_Render3D.drawTree ( final WB_AABBTree  tree)
Parameters
tree
void wblut.processing.WB_Render3D.drawTree ( final WB_AABBTree  tree,
final int  level 
)
Parameters
tree
level
void wblut.processing.WB_Render3D.drawTriangle ( final Collection<?extends WB_Triangle triangles)
Parameters
triangles
void wblut.processing.WB_Render3D.drawTriangle ( final int[]  tri,
final List<?extends WB_Coord points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangle ( final int[]  tri,
final WB_Coord[]  points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangle ( final WB_Coord  p1,
final WB_Coord  p2,
final WB_Coord  p3 
)
Parameters
p1
p2
p3
void wblut.processing.WB_Render3D.drawTriangle ( final WB_Triangle  triangle)
Parameters
triangle
void wblut.processing.WB_Render3D.drawTriangleEdges ( final Collection<?extends WB_Triangle triangles)
Parameters
triangles
void wblut.processing.WB_Render3D.drawTriangleEdges ( final WB_Triangle  triangle)
Parameters
triangle
void wblut.processing.WB_Render3D.drawTriangleEdgesEmbedded2D ( final Collection<?extends WB_Triangle triangles,
final WB_Map2D  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleEdgesEmbedded2D ( final WB_Triangle  triangle,
final WB_Map2D  map 
)
Parameters
triangle
map
void wblut.processing.WB_Render3D.drawTriangleEdgesEmbedded2D ( final WB_Triangle[]  triangles,
final WB_Map2D  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleEdgesMapped ( final Collection<?extends WB_Triangle triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleEdgesMapped ( final WB_Triangle  triangle,
final WB_Map  map 
)
Parameters
triangle
map
void wblut.processing.WB_Render3D.drawTriangleEdgesMapped ( final WB_Triangle[]  triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleEdgesUnmapped ( final Collection<?extends WB_Triangle triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleEdgesUnmapped ( final WB_Triangle  triangle,
final WB_Map  map 
)
Parameters
triangle
map
void wblut.processing.WB_Render3D.drawTriangleEdgesUnmapped ( final WB_Triangle[]  triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleEmbedded2D ( final Collection<?extends WB_Triangle triangles,
final WB_Map2D  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleEmbedded2D ( final int[]  tri,
final List<?extends WB_Coord points,
final WB_Map2D  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangleEmbedded2D ( final int[]  tri,
final WB_Coord[]  points,
final WB_Map2D  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangleEmbedded2D ( final WB_Coord  p1,
final WB_Coord  p2,
final WB_Coord  p3,
final WB_Map2D  map 
)
Parameters
p1
p2
p3
map
void wblut.processing.WB_Render3D.drawTriangleEmbedded2D ( final WB_Triangle  T,
final WB_Map2D  map 
)
Parameters
T
map
void wblut.processing.WB_Render3D.drawTriangleEmbedded2D ( final WB_Triangle[]  triangles,
final WB_Map2D  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleMapped ( final Collection<?extends WB_Triangle triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleMapped ( final int[]  tri,
final List<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangleMapped ( final int[]  tri,
final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangleMapped ( final WB_Coord  p1,
final WB_Coord  p2,
final WB_Coord  p3,
final WB_Map  map 
)
Parameters
p1
p2
p3
map
void wblut.processing.WB_Render3D.drawTriangleMapped ( final WB_Triangle  T,
final WB_Map  map 
)
Parameters
T
map
void wblut.processing.WB_Render3D.drawTriangleMapped ( final WB_Triangle[]  triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleUnmapped ( final Collection<?extends WB_Triangle triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangleUnmapped ( final int[]  tri,
final List<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangleUnmapped ( final int[]  tri,
final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangleUnmapped ( final WB_Coord  p1,
final WB_Coord  p2,
final WB_Coord  p3,
final WB_Map  map 
)
Parameters
p1
p2
p3
map
void wblut.processing.WB_Render3D.drawTriangleUnmapped ( final WB_Triangle  T,
final WB_Map  map 
)
Parameters
T
map
void wblut.processing.WB_Render3D.drawTriangleUnmapped ( final WB_Triangle[]  triangles,
final WB_Map  map 
)
Parameters
triangles
map
void wblut.processing.WB_Render3D.drawTriangulation ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangulation ( final WB_Triangulation2D  tri,
final WB_Coord[]  points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangulation ( final WB_Triangulation3D  tri,
final List<?extends WB_Coord points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangulation ( final WB_Triangulation3D  tri,
final WB_Coord[]  points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangulationEdges ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangulationEdges ( final WB_Triangulation2D  tri,
final WB_Coord[]  points 
)
Parameters
tri
points
void wblut.processing.WB_Render3D.drawTriangulationEdgesEmbedded2D ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points,
final WB_Map2D  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationEdgesEmbedded2D ( final WB_Triangulation2D  tri,
final WB_Coord[]  points,
final WB_Map2D  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationEdgesMapped ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationEdgesMapped ( final WB_Triangulation2D  tri,
final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationEdgesUnmapped ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationEdgesUnmapped ( final WB_Triangulation2D  tri,
final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationEmbedded2D ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points,
final WB_Map2D  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationEmbedded2D ( final WB_Triangulation2D  tri,
final WB_Coord[]  points,
final WB_Map2D  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationMapped ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationMapped ( final WB_Triangulation2D  tri,
final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationUnmapped ( final WB_Triangulation2D  tri,
final List<?extends WB_Coord points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawTriangulationUnmapped ( final WB_Triangulation2D  tri,
final WB_Coord[]  points,
final WB_Map  map 
)
Parameters
tri
points
map
void wblut.processing.WB_Render3D.drawVector ( final WB_Coord  p,
final WB_Coord  v,
final double  r 
)
Parameters
p
v
r
void wblut.processing.WB_Render3D.drawVectorEmbedded2D ( final WB_Coord  p,
final WB_Coord  v,
final double  r,
final WB_Map2D  map 
)
Parameters
p
v
r
map
void wblut.processing.WB_Render3D.drawVectorMapped ( final WB_Coord  p,
final WB_Coord  v,
final double  r,
final WB_Map  map 
)
Parameters
p
v
r
map
void wblut.processing.WB_Render3D.drawVectorUnmapped ( final WB_Coord  p,
final WB_Coord  v,
final double  r,
final WB_Map  map 
)
Parameters
p
v
r
map
void wblut.processing.WB_Render3D.drawVertex ( final Long  key,
final double  d,
final HE_MeshStructure  mesh 
)
Parameters
key
d
mesh
Deprecated:
Use drawVertex(Long,HE_MeshStructure,double) instead
void wblut.processing.WB_Render3D.drawVertex ( final Long  key,
final HE_MeshStructure  mesh,
final double  d 
)
Parameters
key
mesh
d
void wblut.processing.WB_Render3D.drawVertex ( final HE_Vertex  v,
final double  d 
)
void wblut.processing.WB_Render3D.drawVertexNormals ( final double  d,
final HE_MeshStructure  mesh 
)
void wblut.processing.WB_Render3D.drawVertexNormals ( final HE_MeshStructure  mesh,
final double  d 
)
Parameters
mesh
d
void wblut.processing.WB_Render3D.drawVertices ( final double  d,
final HE_MeshStructure  mesh 
)
Parameters
d
mesh
Deprecated:
Use drawVertices(HE_MeshStructure,double) instead
void wblut.processing.WB_Render3D.drawVertices ( final HE_MeshStructure  mesh,
final double  d 
)
Parameters
mesh
d
void wblut.processing.WB_Render3D.drawVerticesWithLabel ( final int  label,
final HE_MeshStructure  mesh,
final double  d 
)

Draw mesh faces matching label. Typically used with noStroke();

Parameters
labelthe label
meshthe mesh
void wblut.processing.WB_Render3D.drawVerticesWithTemporaryLabel ( final int  label,
final HE_MeshStructure  mesh,
final double  d 
)
Parameters
label
mesh
int wblut.processing.WB_Render3D.getColorFromPImage ( final double  u,
final double  v,
final PImage  texture 
)
private
Parameters
u
v
texture
Returns
PGraphicsOpenGL wblut.processing.WB_Render3D.getHome ( )
Returns
WB_Ray wblut.processing.WB_Render3D.getPickingRay ( final double  x,
final double  y 
)
Parameters
x
y
Returns
void wblut.processing.WB_Render3D.line ( final WB_Coord  p,
final WB_Coord  q 
)
private
Parameters
p
q
void wblut.processing.WB_Render3D.normal ( final WB_Coord  n)
Parameters
n
HE_Face wblut.processing.WB_Render3D.pickClosestFace ( final HE_Mesh  mesh,
final double  x,
final double  y 
)
Parameters
mesh
x
y
Returns
HE_Face wblut.processing.WB_Render3D.pickClosestFace ( final WB_AABBTree  meshtree,
final double  x,
final double  y 
)
Parameters
meshtree
x
y
Returns
HE_Halfedge wblut.processing.WB_Render3D.pickEdge ( final HE_Mesh  mesh,
final double  x,
final double  y 
)
Parameters
mesh
x
y
Returns
List<HE_Face> wblut.processing.WB_Render3D.pickFaces ( final HE_Mesh  mesh,
final double  x,
final double  y 
)
Parameters
mesh
x
y
Returns
List<HE_Face> wblut.processing.WB_Render3D.pickFaces ( final WB_AABBTree  meshtree,
final double  x,
final double  y 
)
Parameters
meshtree
x
y
Returns
HE_Face wblut.processing.WB_Render3D.pickFurthestFace ( final HE_Mesh  mesh,
final double  x,
final double  y 
)
Parameters
mesh
x
y
Returns
HE_Face wblut.processing.WB_Render3D.pickFurthestFace ( final WB_AABBTree  meshtree,
final double  x,
final double  y 
)
Parameters
meshtree
x
y
Returns
HE_Vertex wblut.processing.WB_Render3D.pickVertex ( final HE_Mesh  mesh,
final double  x,
final double  y 
)
Parameters
mesh
x
y
Returns
void wblut.processing.WB_Render3D.setFaceColorFromTexture ( final HE_Mesh  mesh,
final PImage  texture 
)
Parameters
mesh
texture
void wblut.processing.WB_Render3D.setHalfedgeColorFromTexture ( final HE_Mesh  mesh,
final PImage  texture 
)
Parameters
mesh
texture
void wblut.processing.WB_Render3D.setVertexColorFromTexture ( final HE_Mesh  mesh,
final PImage  texture 
)
Parameters
mesh
texture
PShape wblut.processing.WB_Render3D.toFacetedPShape ( final HE_Mesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toFacetedPShape ( final HE_MeshStructure  mesh,
final double  offset 
)
Parameters
mesh
offset
Returns
PShape wblut.processing.WB_Render3D.toFacetedPShape ( final WB_FacelistMesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toFacetedPShapeWithFaceColor ( final HE_Mesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toFacetedPShapeWithVertexColor ( final HE_Mesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toSmoothPShape ( final HE_Mesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toSmoothPShape ( final WB_FacelistMesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toSmoothPShapeWithFaceColor ( final HE_Mesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toSmoothPShapeWithVertexColor ( final HE_Mesh  mesh)
Parameters
mesh
Returns
PShape wblut.processing.WB_Render3D.toWireframePShape ( final HE_MeshStructure  mesh)
Parameters
mesh
Returns
void wblut.processing.WB_Render3D.translate ( final WB_Coord  p)
Parameters
p
void wblut.processing.WB_Render3D.vertex ( final WB_Coord  p)
Parameters
p
void wblut.processing.WB_Render3D.vertexEmbedded2D ( final WB_Coord  p,
final WB_Map2D  map 
)
Parameters
p
map
void wblut.processing.WB_Render3D.vertexMapped ( final WB_Coord  p,
final WB_Map  map 
)
Parameters
p
map
void wblut.processing.WB_Render3D.vertexUnmapped ( final WB_Coord  p,
final WB_Map  map 
)
Parameters
p
map

Member Data Documentation

final WB_GeometryFactory wblut.processing.WB_Render3D.geometryfactory = WB_GeometryFactory.instance()
static
final PGraphicsOpenGL wblut.processing.WB_Render3D.home
protected
final WB_ProgressTracker wblut.processing.WB_Render3D.tracker = WB_ProgressTracker.instance()
static

The documentation for this class was generated from the following file: