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ShapeConstructors Class Reference

Logic for writing various basic shapes to a Geometry object. Shapes will be appended to the end of the geometry. More...

#include <ShapeConstructors.h>

Static Public Member Functions

static void Circle (Geometry &mesh, const Matrix< fltp08 > &trans=Matrix< fltp08 >(1), uint04 width_segments=128, fltp08 radius=1.0f, Angle< fltp08 > phi_start=Angle< fltp08 >(DEGREES, 0.0f), Angle< fltp08 > phi_length=Angle< fltp08 >(DEGREES, 360.0f), bool join=true)
 
static void Cone (Geometry &mesh, const Matrix< fltp08 > &trans=Matrix< fltp08 >(1), uint04 width_segments=44, fltp08 bottom_radius=1.0, fltp08 height=1.0, Angle< fltp08 > phi_start=Angle< fltp08 >(DEGREES, 0.0f), Angle< fltp08 > phi_length=Angle< fltp08 >(DEGREES, 360.0f), bool draw_bottom_circle=true)
 
static void Cylinder (Geometry &mesh, const Matrix< fltp08 > &trans=Matrix< fltp08 >(1), uint04 width_segments=44, fltp08 top_radius=1.0f, fltp08 bottom_radius=1.0, fltp08 height=1.0, Angle< fltp08 > phi_start=Angle< fltp08 >(DEGREES, 0.0f), Angle< fltp08 > phi_length=Angle< fltp08 >(DEGREES, 360.0f), bool draw_top_circle=true, bool draw_bottom_circle=true)
 
static void Quad (Geometry &mesh, const Matrix< fltp08 > &trans, Vertex< 3, fltp08 > p1, Vertex< 3, fltp08 > p2, Vertex< 3, fltp08 > p3, Vertex< 3, fltp08 > p4)
 
static void Rectangle (Geometry &mesh, const Matrix< fltp08 > &trans=Matrix< fltp08 >(1), fltp08 top_length=2.0, fltp08 bottom_length=2.0, fltp08 left_length=2.0, fltp08 right_length=2.0, fltp08 vertical_scew=0.0, fltp08 horizontal_scew=0.0)
 
static void RectangularPrism (Geometry &mesh, const Matrix< fltp08 > &trans=Matrix< fltp08 >(1))
 
static void Sphere (Geometry &mesh, uint04 width_segments=44, uint04 height_segments=32, Angle< fltp08 > phi_start=Angle< fltp08 >(DEGREES, 0.0f), Angle< fltp08 > phi_length=Angle< fltp08 >(DEGREES, 360.0f), Angle< fltp08 > theta_start=Angle< fltp08 >(DEGREES, 0.0f), Angle< fltp08 > theta_length=Angle< fltp08 >(DEGREES, 180.0f))
 
static Geometry StaticCircleOutline (Scene &parent)
 
static Geometry StaticLine (Scene &parent)
 
static Geometry StaticRectangleFilled (Scene &parent)
 
static Geometry StaticRectangularPrismFilled (Scene &parent)
 
static void ZippedRadialMesh (Geometry &mesh, const ZippedRadialMeshOptions &options)
 
static void ZippedTorus (Geometry &mesh, uint04 width_segments=44, uint04 height_segments=32)
 

Static Protected Member Functions

static void SetupStaticGeometry (Geometry &geo)
 

Detailed Description

Logic for writing various basic shapes to a Geometry object. Shapes will be appended to the end of the geometry.


Member Function Documentation

◆ Circle()

static void Circle ( Geometry & mesh,
const Matrix< fltp08 > & trans = Matrixfltp08 >(1),
uint04 width_segments = 128,
fltp08 radius = 1.0f,
Angle< fltp08 > phi_start = Anglefltp08 >(DEGREES, 0.0f),
Angle< fltp08 > phi_length = Anglefltp08 >(DEGREES, 360.0f),
bool join = true )
static

◆ Cone()

static void Cone ( Geometry & mesh,
const Matrix< fltp08 > & trans = Matrixfltp08 >(1),
uint04 width_segments = 44,
fltp08 bottom_radius = 1.0,
fltp08 height = 1.0,
Angle< fltp08 > phi_start = Anglefltp08 >(DEGREES, 0.0f),
Angle< fltp08 > phi_length = Anglefltp08 >(DEGREES, 360.0f),
bool draw_bottom_circle = true )
static

◆ Cylinder()

static void Cylinder ( Geometry & mesh,
const Matrix< fltp08 > & trans = Matrixfltp08 >(1),
uint04 width_segments = 44,
fltp08 top_radius = 1.0f,
fltp08 bottom_radius = 1.0,
fltp08 height = 1.0,
Angle< fltp08 > phi_start = Anglefltp08 >(DEGREES, 0.0f),
Angle< fltp08 > phi_length = Anglefltp08 >(DEGREES, 360.0f),
bool draw_top_circle = true,
bool draw_bottom_circle = true )
static

◆ Quad()

static void Quad ( Geometry & mesh,
const Matrix< fltp08 > & trans,
Vertex< 3, fltp08 > p1,
Vertex< 3, fltp08 > p2,
Vertex< 3, fltp08 > p3,
Vertex< 3, fltp08 > p4 )
static

◆ Rectangle()

static void Rectangle ( Geometry & mesh,
const Matrix< fltp08 > & trans = Matrixfltp08 >(1),
fltp08 top_length = 2.0,
fltp08 bottom_length = 2.0,
fltp08 left_length = 2.0,
fltp08 right_length = 2.0,
fltp08 vertical_scew = 0.0,
fltp08 horizontal_scew = 0.0 )
static

◆ RectangularPrism()

static void RectangularPrism ( Geometry & mesh,
const Matrix< fltp08 > & trans = Matrixfltp08 >(1) )
static

◆ SetupStaticGeometry()

static void SetupStaticGeometry ( Geometry & geo)
staticprotected

◆ Sphere()

static void Sphere ( Geometry & mesh,
uint04 width_segments = 44,
uint04 height_segments = 32,
Angle< fltp08 > phi_start = Anglefltp08 >(DEGREES, 0.0f),
Angle< fltp08 > phi_length = Anglefltp08 >(DEGREES, 360.0f),
Angle< fltp08 > theta_start = Anglefltp08 >(DEGREES, 0.0f),
Angle< fltp08 > theta_length = Anglefltp08 >(DEGREES, 180.0f) )
static

◆ StaticCircleOutline()

static Geometry StaticCircleOutline ( Scene & parent)
static

◆ StaticLine()

static Geometry StaticLine ( Scene & parent)
static

◆ StaticRectangleFilled()

static Geometry StaticRectangleFilled ( Scene & parent)
static

◆ StaticRectangularPrismFilled()

static Geometry StaticRectangularPrismFilled ( Scene & parent)
static

◆ ZippedRadialMesh()

static void ZippedRadialMesh ( Geometry & mesh,
const ZippedRadialMeshOptions & options )
static

◆ ZippedTorus()

static void ZippedTorus ( Geometry & mesh,
uint04 width_segments = 44,
uint04 height_segments = 32 )
static

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