static Vector3 |
Vector3.add(Vector3 lhs,
Vector3 rhs) |
Operator overloading for +
|
boolean |
Vector4List.add(Vector3 item) |
|
void |
Vector3.copyFrom(Vector3 src) |
|
Vector3 |
Vector3.cross(Vector3 rhs) |
Cross product of two vectors
|
boolean |
Matrix4.decompose(Vector3 translation,
Vector3 scaling,
Quaternion rotation) |
Decompose the transformation matrix.
|
double |
Vector3.dot(Vector3 rhs) |
Gets the dot product of two vectors
|
static Quaternion |
Quaternion.fromAngleAxis(double a,
Vector3 axis) |
Creates a quaternion around given axis and rotate in clockwise
|
static Shape |
Shape.fromControlPoints(Vector3... controlPoints) |
Create a shape with specified control points with a default indices.
|
static Quaternion |
Quaternion.fromEulerAngle(Vector3 eulerAngle) |
Creates quaternion from given euler angle
|
static Quaternion |
Quaternion.fromRotation(Vector3 orig,
Vector3 dest) |
Creates a quaternion that rotate from original to destinal direction
|
static Vector3 |
Matrix4.mul(Matrix4 lhs,
Vector3 v) |
Multiply the matrix and vector3
|
static Vector3 |
Quaternion.mul(Quaternion q,
Vector3 v) |
Operator overloading for *
|
static Vector3 |
Quaternion.mul(Vector3 v,
Quaternion q) |
Operator overloading for *
|
static Vector3 |
Vector3.mul(double lhs,
Vector3 rhs) |
Operator overloading for *
|
static Vector3 |
Vector3.mul(Vector3 lhs,
double rhs) |
Operator overloading for *
|
static Vector3 |
Vector3.mul(Vector3 lhs,
Vector3 rhs) |
Operator overloading for *
|
static Vector3 |
Vector3.negative(Vector3 v) |
Operator overloading for -
|
static boolean |
Vector3.op_eq(Vector3 lhs,
Vector3 rhs) |
Equal operator for Vector3
|
static boolean |
Vector3.op_ne(Vector3 lhs,
Vector3 rhs) |
Not-equal operator for Vector3
|
static Matrix4 |
Matrix4.rotate(double angle,
Vector3 axis) |
Create a rotation matrix by rotation angle and axis
|
TransformBuilder |
TransformBuilder.rotateDegree(double angle,
Vector3 axis) |
Chain a rotation transform in degree
|
TransformBuilder |
TransformBuilder.rotateEulerRadian(Vector3 r) |
Chain a rotation by euler angles in radian
|
static Matrix4 |
Matrix4.rotateFromEuler(Vector3 eul) |
Create a rotation matrix from euler angle
|
TransformBuilder |
TransformBuilder.rotateRadian(double angle,
Vector3 axis) |
Chain a rotation transform in radian
|
static Matrix4 |
Matrix4.scale(Vector3 s) |
Creates a matrix that scales along the x-axis, the y-axis and the z-axis.
|
static void |
PolygonModifier.scale(Node node,
Vector3 scale) |
Scale all geometries(Scale the control points not the transformation matrix) in this node
|
static Scene |
PolygonModifier.scale(Scene scene,
Vector3 scale) |
Scale all geometries(Scale the control points not the transformation matrix) in this scene
|
TransformBuilder |
TransformBuilder.scale(Vector3 s) |
Chain a scale transform
|
void |
PbrMaterial.setAlbedo(Vector3 value) |
Sets the base color of the material
|
void |
LambertMaterial.setAmbientColor(Vector3 value) |
Sets the ambient color
|
void |
Light.setColor(Vector3 value) |
Sets the light's color
|
void |
LambertMaterial.setDiffuseColor(Vector3 value) |
Sets the diffuse color
|
void |
Frustum.setDirection(Vector3 value) |
Sets the direction that the camera is looking at.
|
void |
IOrientable.setDirection(Vector3 value) |
Sets the direction that the entity is looking at.
|
void |
LinearExtrusion.setDirection(Vector3 value) |
The direction of extrusion, default value is (0, 0, 1)
|
void |
LambertMaterial.setEmissiveColor(Vector3 value) |
Sets the emissive color
|
void |
PbrMaterial.setEmissiveColor(Vector3 value) |
Sets the emissive color
|
void |
Transform.setEulerAngles(Vector3 value) |
Sets the rotation represented in euler angles, measured in degree
|
void |
Frustum.setLookAt(Vector3 value) |
Sets the the interested position that the camera is looking at.
|
void |
Transform.setPostRotation(Vector3 value) |
Sets the post-rotation represented in degree
|
void |
Transform.setPreRotation(Vector3 value) |
Sets the pre-rotation represented in degree
|
void |
PhongMaterial.setReflectionColor(Vector3 value) |
Sets the reflection color.
|
void |
Transform.setScale(Vector3 value) |
Sets the scale
|
void |
Light.setShadowColor(Vector3 value) |
Sets the shadow's color.
|
void |
PhongMaterial.setSpecularColor(Vector3 value) |
Sets the specular color.
|
void |
Transform.setTranslation(Vector3 value) |
Sets the translation
|
void |
LambertMaterial.setTransparentColor(Vector3 value) |
Sets the transparent color.
|
void |
Matrix4.setTRS(Vector3 translation,
Vector3 rotation,
Vector3 scale) |
Initializes the matrix with translation/rotation/scale
|
void |
LinearExtrusion.setTwistOffset(Vector3 value) |
The offset that used in twisting, default value is (0, 0, 0).
|
void |
Frustum.setUp(Vector3 value) |
Sets the up direction of the camera
|
void |
Plane.setUp(Vector3 value) |
Sets the up vector of the plane, default value is (0, 1, 0), this affects the generation of the plane
|
void |
TextureBase.setUVRotation(Vector3 value) |
Sets the rotation of the texture
|
static Vector3 |
Vector3.sub(Vector3 lhs,
Vector3 rhs) |
Operator overloading for - (minus)
|
void |
Quaternion.toAngleAxis(double[] angle,
Vector3 axis) |
Decompose the quaternion to angle and axis
|
static Vector3 |
MathUtils.toDegree(Vector3 radian) |
Convert a Vector3 from radian to degree.
|
static Vector3 |
MathUtils.toRadian(Vector3 degree) |
Convert a Vector3 from degree to radian
|
static Matrix4 |
Matrix4.translate(Vector3 t) |
Creates a matrix that translates along the x-axis, the y-axis and the z-axis
|
TransformBuilder |
TransformBuilder.translate(Vector3 v) |
Chain a translation transform
|
static int[][] |
PolygonModifier.triangulate(java.util.List<Vector4> controlPoints,
java.util.List<int[]> polygons,
boolean generateNormals,
Vector3[][] nor_out) |
Convert a polygon-based mesh into full triangle mesh
|