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| torus () |
| constructs a new torus object.
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| torus (const float &ringRadius, const float &crossSectionRadius) |
| constructs a new torus object.
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| torus (const vec3 &pos, const float &ringRadius, const float &crossSectionRadius) |
| constructs a new torus object.
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torus & | slices (const int &_slices) |
| set the number of slices in the mesh.
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int | slices () const |
| get the number of slices in the mesh.
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torus & | rings (const int &_rings) |
| set the number of rings in the mesh.
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int | rings () const |
| get the number of rings in the mesh.
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torus & | radius (const float &r) |
| set the ring radius.
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float | radius () const |
| get the ring radius.
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torus & | section_radius (const float §ion_r) |
| set the cross section radius.
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float | section_radius () const |
| get the cross section radius.
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torus & | diameter (const float &d) |
| set the ring diameter.
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float | diameter () const |
| get the ring diameter.
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torus & | section_diameter (const float §ion_d) |
| set the cross section diameter.
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float | section_diameter () const |
| get the cross section diameter.
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torus & | sector_on (const bool &_switch) |
| set the flag to create a portion of torus.
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bool | sector_on () const |
| get the flag of creating a portion of torus. Default = false.
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torus & | slices_angle (const float &angle) |
| When sector is on, specifies the angle for torus slices. Default = 360 degrees.
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float | slices_angle () const |
| get the angle for torus slices
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torus & | rings_angle (const float &angle) |
| When sector is on, specifies the angle for torus rings. Default = 360 degrees.
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float | rings_angle () const |
| get the angle for torus rings
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| box () |
| constructs a new box object.
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| box (float sizeX, float sizeY, float sizeZ) |
| constructs a new box object.
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| box (const vec3 &size) |
| constructs a new box object.
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| box (const vec3 &pos, const vec3 &size) |
| constructs a new box object.
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| box (const vec3 &pos, const vec3 &size, float fillet) |
| constructs a new box object.
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box & | axis (const vec3 &directionX) |
| set the x-direction
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box & | axis (const vec3 &directionX, const vec3 &directionY) |
| set the x and y direction
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box & | axis (const vec3 &directionX, const vec3 &directionY, const vec3 &directionZ) |
| set the x, y and z direction
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box & | reset_axis () |
| reset the x, y and z direction
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vec3 | axis_x () |
| get the x-axis
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vec3 | axis_y () |
| get the y-axis
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vec3 | axis_z () |
| get the z-axis
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box & | divide (int nx, int ny, int nz) |
| set the number deviding
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box & | size (const vec3 &_size) |
| set the box size
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box & | size (float x, float y, float z) |
| set the box size
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vec3 | size () const |
| get the box size.
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virtual float | fillet_relative () |
| calculates a fillet relative value (0..1).
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| prim () |
| constructs a new prim object.
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str | class_name () |
| get the primitive class name.
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prim & | name (const char *s) |
| set the primitive object name.
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str | name () const |
| get the primitive object name.
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void | add (Volume &v) |
| add the prim into scene
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void | subtract (Volume &v) |
| subtract the prim from scene
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void | intersect (Volume &v) |
| intersect the prim into scene
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void | merge (Volume &v, const BoolOpType op) |
| merge the prim into scene
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Mesh | mesh () |
| get the mesh prim
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prim & | color (DWORD CL) |
| assign the color to the primitive (in voxels)
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prim & | color (float r, float g, float b, float a) |
| assign the color to the primitive (in voxels)
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prim & | color (float r, float g, float b) |
| assign the color to the primitive (in voxels)
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prim & | color (const char *colorid) |
| assign the color to the primitive (in voxels)
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prim & | gloss (float value) |
| assign the gloss for the voxel primitive, it will work only if the color already assigned
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prim & | roughness (float value) |
| assign the roughness for the voxel primitive, it will work only if the color already assigned
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prim & | metal (float value) |
| the metalliclty value for the voxel primitive, it will work only if the color already assigned
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prim & | opacity (float value) |
| assign the opacity of the color over the voxel primitive. The color should be assigned before you assign the opacity, for example p.color("red").opacity(0.5)
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prim & | details (const float det_level) |
| set the detail level
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float | details () |
| get the detail level
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prim & | transform (const mat4 &t) |
| set the transform matrix
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mat4 | transform () const |
| get the transform matrix
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prim & | scale (float scale) |
| set the scale
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prim & | scale (const vec3 &v) |
| set the scale
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vec3 | scale () const |
| get the scale
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prim & | translate (const vec3 &_pos) |
| Set the primitive translation.
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vec3 | translate () const |
| get the primitive translation
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prim & | translate (float x, float y, float z) |
| Set the primitive translation.
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prim & | x (float x) |
| shift the primitive along the x - axis
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prim & | y (float y) |
| shift the primitive along the y - axis
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prim & | z (float z) |
| shift the primitive along the z - axis
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prim & | auto_divide (float average_div) |
| set the auto devide
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prim & | step_divide (float step) |
| set the step devide
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prim & | fillet (float radius) |
| set the fillet
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template<typename T > |
T & | Obj () |
| Get the primitive object reference.
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template<typename T > |
bool | isAs () |
| Check the prim's type.
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