Uses of Class
artofillusion.math.Mat4

Packages that use Mat4
artofillusion   
artofillusion.animation   
artofillusion.animation.distortion   
artofillusion.math   
artofillusion.object   
artofillusion.texture   
artofillusion.ui   
 

Uses of Mat4 in artofillusion
 

Methods in artofillusion that return Mat4
 Mat4 Camera.getObjectToScreen()
           
 Mat4 Camera.getObjectToView()
           
 Mat4 Camera.getObjectToWorld()
          The following routines return the various transformation matrices maintained by the Camera object.
 Mat4 Camera.getViewToScreen()
           
 Mat4 Camera.getViewToWorld()
           
 Mat4 Camera.getWorldToScreen()
           
 Mat4 Camera.getWorldToView()
           
 

Methods in artofillusion with parameters of type Mat4
 void Camera.setObjectTransform(Mat4 m)
          Set the transformation for converting object coordinates to world coordinates.
 void Camera.setScreenTransform(Mat4 screenTransform, int width, int height)
          Set the transformation which maps from view coordinates to screen coordinates.
 void Camera.setViewTransform(Mat4 worldToView, Mat4 viewToWorld)
          Explicitly set the transformation between world and view coordinates.
 void RenderingMesh.transformMesh(Mat4 trans)
          Apply a coordinate transformation to all of the vertices and normal vectors in this mesh.
 

Uses of Mat4 in artofillusion.animation
 

Methods in artofillusion.animation that return Mat4
 Mat4 Joint.getInverseTransform()
          Get the matrix which transforms direction vectors from this joint's coordinate system to its parent's.
 Mat4 Joint.getTransform()
          Get the matrix which transforms direction vectors from the parent joint's coordinate system to this one.
 

Methods in artofillusion.animation with parameters of type Mat4
 void RotationKeyframe.applyToCoordinates(CoordinateSystem coords, double weight, Mat4 preTransform, Mat4 postTransform, boolean relative, boolean enablex, boolean enabley, boolean enablez)
          Apply this rotation to a coordinate system.
 

Uses of Mat4 in artofillusion.animation.distortion
 

Constructors in artofillusion.animation.distortion with parameters of type Mat4
BendDistortion(int axis, int direction, double angle, boolean forward, Mat4 preTransform, Mat4 postTransform)
           
CustomDistortion(Procedure proc, int procVersion, PointInfo point, double weight, Mat4 preTransform, Mat4 postTransform)
           
ScaleDistortion(double xscale, double yscale, double zscale, Mat4 preTransform, Mat4 postTransform)
           
ShatterDistortion(double time, double size, double speed, double randomness, double gravity, double spin, double disappear, int gravityAxis, Mat4 gravityDirTransform)
           
TransformDistortion(Mat4 transform)
           
TwistDistortion(int axis, double angle, boolean forward, Mat4 preTransform, Mat4 postTransform)
           
 

Uses of Mat4 in artofillusion.math
 

Methods in artofillusion.math that return Mat4
static Mat4 Mat4.axisRotation(Vec3 axis, double angle)
          This routine creates a matrix to rotate a vector around an arbitrary axis.
 Mat4 CoordinateSystem.fromLocal()
          Return a matrix which will transform points from this coordinate system to the outside coordinate system with respect to which it is defined.
static Mat4 Mat4.identity()
          Create an identity matrix.
static Mat4 Mat4.objectTransform(Vec3 orig, Vec3 zdir, Vec3 updir)
          Create a matrix which is the inverse of the viewTransform matrix.
static Mat4 Mat4.perspective(double d)
          Create a matrix to implement a perspective projection.
static Mat4 Mat4.scale(double sx, double sy, double sz)
          Create a matrix to scale x, y, and z by sx, sy, and sz respectively.
 Mat4 Mat4.times(Mat4 a)
          Create a new Mat4 by multiplying two matrices.
 Mat4 CoordinateSystem.toLocal()
          Return a matrix which will transform points from the outside coordinate system to this local coordinate system.
static Mat4 Mat4.translation(double dx, double dy, double dz)
          Create a matrix to translate a vector by (dx, dy, dz).
static Mat4 Mat4.viewTransform(Vec3 orig, Vec3 zdir, Vec3 updir)
          Create a matrix for transforming from world coordinates to viewing coordinates.
static Mat4 Mat4.xrotation(double angle)
          Create a matrix that rotates a vector around the X axis.
static Mat4 Mat4.yrotation(double angle)
          Create a matrix that rotates a vector around the Y axis.
static Mat4 Mat4.zrotation(double angle)
          Create a matrix that rotates a vector around the Z axis.
 

Methods in artofillusion.math with parameters of type Mat4
 Mat4 Mat4.times(Mat4 a)
          Create a new Mat4 by multiplying two matrices.
 BoundingBox BoundingBox.transformAndOutset(Mat4 m)
          This method applies a transformation matrix M to each of the eight corners of the box, then generates a new BoundingBox which is large enough to contain the transformed box.
 void CoordinateSystem.transformAxes(Mat4 m)
          Transform this CoordinateSystem's orientation by applying a matrix to its axis directions.
 void CoordinateSystem.transformCoordinates(Mat4 m)
          Transform this CoordinateSystem's position and orientation by applying a matrix to its origin and axis directions.
 void CoordinateSystem.transformOrigin(Mat4 m)
          Transform this CoordinateSystem's position by applying a matrix to its origin.
 

Uses of Mat4 in artofillusion.object
 

Methods in artofillusion.object that return Mat4
 Mat4 SceneCamera.getScreenTransform(int width, int height)
          Get the transform which maps between view coordinates and screen coordinates for this camera.
 

Uses of Mat4 in artofillusion.texture
 

Methods in artofillusion.texture that return Mat4
 Mat4 SphericalMapping.getPreTransform()
           
abstract  Mat4 NonlinearMapping2D.getPreTransform()
          Get the linear transform which maps from object coordinates to intermediate coordinates.
 Mat4 CylindricalMapping.getPreTransform()
           
 Mat4 ProjectionMapping.getTransform()
          Get a matrix which can be used to transform object coordinates to texture coordinates.
 

Uses of Mat4 in artofillusion.ui
 

Methods in artofillusion.ui that return Mat4
 Mat4 Compound3DManipulator.HandleDraggedEvent.getTransform()
          Get a matrix which can be used to transform objects or vertices from their original positions to their moved, scaled, or rotated positions.
 

Constructors in artofillusion.ui with parameters of type Mat4
Compound3DManipulator.HandleDraggedEvent(ViewerCanvas view, Compound3DManipulator.HandleType handleType, Compound3DManipulator.Axis axis, java.awt.Rectangle screenBounds, BoundingBox selectionBounds, WidgetMouseEvent event, Mat4 transform)
          Create a HandleDraggedEvent for a MOVE drag.
Compound3DManipulator.HandleDraggedEvent(ViewerCanvas view, Compound3DManipulator.HandleType handleType, Compound3DManipulator.Axis axis, java.awt.Rectangle screenBounds, BoundingBox selectionBounds, WidgetMouseEvent event, Mat4 transform, double angle)
          Create a HandleDraggedEvent for a ROTATE drag.
Compound3DManipulator.HandleDraggedEvent(ViewerCanvas view, Compound3DManipulator.HandleType handleType, Compound3DManipulator.Axis axis, java.awt.Rectangle screenBounds, BoundingBox selectionBounds, WidgetMouseEvent event, Mat4 transform, double scale1, double scale2)
          Create a HandleDraggedEvent for a SCALE drag.
 



Copyright © 1999-2011 by Peter Eastman.