Given a list of deltas which will be added to the selected vertices, calculate the
corresponding deltas for the unselected vertices according to the mesh tension.
Given a list of deltas which will be added to the selected vertices, calculate the
corresponding deltas for the unselected vertices according to the mesh tension.
Given a list of deltas which will be added to the selected vertices, calculate the
corresponding deltas for the unselected vertices according to the mesh tension.
Given a list of deltas which will be added to the selected vertices, calculate the
corresponding deltas for the unselected vertices according to the mesh tension.
Determine whether this element can be added as a child of another one If el is null,
return whether this element can be added at the root level of the tree.
create a DefaultToolButton for the specified owner, and the icon
specified by the image, by applying the correct style to the
image to generate theme-consistent normal and selected
icons.
The XSIZE and YSIZE parameters determine how far from the edge
of the image to start feathering, and the DIRection specifies whether
to feather OUT (FEATHER_OUT_DIR) towards the edges, or
IN (FEATHER_IN_DIR) towards the centre.
Given a force applied to the degree of freedom, return a scale factor
based on the stiffness, the direction of the force, and whether it is inside its
comfort range.
Given a force applied to the degree of freedom, return a new force which is scaled
based on the stiffness, the direction of the force, and whether it is inside its
comfort range.
Get whether this timecourse should be evaluated by adaptive subdivision (to minimize the
amount of calculation that needs to be done) or always subdivided a fixed number of times.
LinearMapping3D is a Mapping3D which represents a linear mapping (this includes rotations,
translations, and scalings) between texture coordinates and world coordinates.
LinearMaterialMapping is a MaterialMapping which represents a linear mapping (this
includes rotations, translations, and scalings) of between material coordinates and
world coordinates.
Nonlinear2DTriangle is a subclass of RenderingTriangle, which represents a triangle whose
properties are defined by a nonlinear mapping of a Texture2D.
This class provides an implementation of Ken Perlin's noise function, based on the
description (but not on the sample code) in "Texturing & Modeling: A Procedural Approach"
(second edition), by Ebert, Musgrave, Peachey, Perlin, and Worley (Academic Press, 1998).
The Scene class describes a collection of objects, arranged relative to each other to
form a scene, as well as the available textures and materials, environment options, etc.
Scene() -
Constructor for class artofillusion.Scene
Given a triangle mesh to which this mapping has been applied and the desired texture coordinates
at each vertex, set the texture parameters accordingly.
Given a triangle mesh to which this mapping has been applied and the desired texture coordinates
at each vertex, set the texture parameters accordingly.
Set whether this timecourse should be evaluated by adaptive subdivision (to minimize the
amount of calculation that needs to be done) or always subdivided a fixed number of times.
This method subdivides the mesh using interpolating (modified Butterfly) subdivision, and returns
a new TriangleMesh which approximates the limit surface to within the specified tolerance.
This method subdivides the mesh using approximating (Loop) subdivision, and returns a new
TriangleMesh which approximates the limit surface to within the specified tolerance.
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.
UVWMappedTriangle is a subclass of RenderingTriangle, which represents a triangle whose
3D texture coordinates are explicitly specified at each vertex.