| Patch |
- \ref helios::Context::addPatch(const helios::vec3 & center, const helios::vec2 & size ) "addPatch( vec3 center, vec2 size )"
- \ref helios::Context::addPatch(const helios::vec3 & center, const helios::vec2 & size, const helios::SphericalCoord & rotation ) "addPatch( vec3 center, vec2 size, SphericalCoord rotation )"
@@ -590,14 +590,14 @@
- \ref helios::Context::addPatch(const helios::vec3 & center, const helios::vec2 & size, const helios::SphericalCoord & rotation, const char* texture_file, const helios::vec2 & uv_center, const helios::vec2 & uv_size ) "addPatch( vec3 center, vec2 size, SphericalCoord rotation, const char* texture_file, vec2 uv_center, vec2 uv_size )"
|
- | Triangle |
- \ref helios::Context::addTriangle( const helios::vec3 & vertex0, const helios::vec3 & vertex1, const helios::vec3 & vertex2 ) "addTriangle( vec3 vertex0, vec3 vertex1, vec3 vertex2 )"
- \ref helios::Context::addTriangle( const helios::vec3 & vertex0, const helios::vec3 & vertex1, const helios::vec3 & vertex2, const helios::RGBcolor & color ) "addTriangle( vec3 vertex0, vec3 vertex1, vec3 vertex2, RGBcolor color )"
- \ref helios::Context::addTriangle( const helios::vec3 & vertex0, const helios::vec3 & vertex1, const helios::vec3 & vertex2, const char* texture_file, const helios::vec2 & uv0, const helios::vec2 & uv1,const helios::vec2 & uv2 ) "addTriangle( vec3 vertex0, vec3 vertex1, vec3 vertex2, const char* texture_file, vec2 uv0, vec2 uv1, vec2 uv2 )"
|
- | Voxel |
- \ref helios::Context::addVoxel( const helios::vec3 & center, const helios::vec3 & size ) "addVoxel( vec3 center, vec3 size )"
- \ref helios::Context::addVoxel( const helios::vec3 & center, const helios::vec3 & size, const float & rotation ) "addVoxel( vec3 center, vec3 size, float rotation )"
@@ -639,7 +639,7 @@
context.addPatch( center, size, rotation );
~~~~~~
- This will first rotate the patch by 0.25\f$\pi\f$ rad about the x-axis such that its normal is pointing toward the +y direction, THEN it will apply a clockwise azimuthal rotation of 0.5\f$\pi\f$ rad such that its normal is pointing in the +x direction (which will be its final orientation). Note that in order to have more control over rotations, it is recommended to use the \ref Primitive::rotate() function (see "Primitive Transformations" section below).
+This will first rotate the patch by 0.25\f$\pi\f$ rad about the x-axis such that its normal is pointing toward the +y direction, THEN it will apply a clockwise azimuthal rotation of 0.5\f$\pi\f$ rad such that its normal is pointing in the +x direction (which will be its final orientation). Note that in order to have more control over rotations, it is recommended to use the \ref helios::Context::rotatePrimitive() function (see "Primitive Transformations" section below).
\subsubsection AddingTriangle Adding Triangles
@@ -709,9 +709,9 @@
After primitives have been added to the Context, their position, size, and orientation can be further modified through transformations.
- The \ref scalePrimitive() function takes a vec3 that denotes a scaling factor to apply in each Cartesian direction (x,y,z). The \ref translatePrimitive() function moves the primitive based on values provided by a vec3 that specifies the distance to translate in the x-, y-, and z-directions.
+ The \ref helios::Context::scalePrimitive() function takes a vec3 that denotes a scaling factor to apply in each Cartesian direction (x,y,z). The \ref helios::Context::translatePrimitive() function moves the primitive based on values provided by a vec3 that specifies the distance to translate in the x-, y-, and z-directions.
- The \ref rotatePrimitive() function rotates the primitive about an axis through an angle specified in radians. To rotate about one of the x-, y-, or z-axes, the function can be supplied a string of 'x', 'y', or 'z', respectively. The primitive can also be rotated about an arbitrary axis described by a unit vector argument. By default, the axis passes through the origin, but there is also an option to specify an arbitrary axis of rotation passing through an arbitrary origin point.
+ The \ref helios::Context::rotatePrimitive() function rotates the primitive about an axis through an angle specified in radians. To rotate about one of the x-, y-, or z-axes, the function can be supplied a string of 'x', 'y', or 'z', respectively. The primitive can also be rotated about an arbitrary axis described by a unit vector argument. By default, the axis passes through the origin, but there is also an option to specify an arbitrary axis of rotation passing through an arbitrary origin point.
It is important to note that the order in which transformations are applied matters. Each transformation is applied based on the primitives current state. Rotating a primitive centered about the origin will cause the primitive to rotate about its own center. However, if a primitive is first translated then rotated, the primitive will be rotated about the origin (0,0,0), which does not necessarily coincide with the primitive's center if it has been translated.
@@ -776,8 +776,8 @@
| Normal Vector | N/A | \ref helios::Context::getPrimitiveNormal( uint ) const |
| Vertex Coordinates (x,y,z) | N/A | \ref helios::Context::getPrimitiveVertices( uint ) const |
| Parent Object ID | N/A | \ref helios::Context::getPrimitiveParentObjectID( uint ) const |
- | Diffuse R-G-B color code | - \ref helios::Context::setPrimitiveColor( uint, const helios::RGBcolor& )
- \ref helios::Context::setPrimitiveColor( const std::vector&, const helios::RGBcolor& )
| \ref helios::Context::getPrimitiveColor( uint ) const |
- | Diffuse R-G-B-A color code | - \ref helios::Context::setPrimitiveColor( uint, const helios::RGBAcolor& )
- \ref helios::Context::setPrimitiveColor( const std::vector&, const helios::RGBAcolor& )
| \ref helios::Context::getPrimitiveColorRGBA( uint ) const |
+ | Diffuse R-G-B color code | - \ref helios::Context::setPrimitiveColor( uint, const helios::RGBcolor& ) const
- \ref helios::Context::setPrimitiveColor( const std::vector&, const helios::RGBcolor& ) const
| \ref helios::Context::getPrimitiveColor( uint ) const |
+ | Diffuse R-G-B-A color code | - \ref helios::Context::setPrimitiveColor( uint, const helios::RGBAcolor& ) const
- \ref helios::Context::setPrimitiveColor( const std::vector&, const helios::RGBAcolor& ) const
| \ref helios::Context::getPrimitiveColorRGBA( uint ) const |
| Affine Transformation Matrix | - \ref helios::Context::setPrimitiveTransformationMatrix( uint, float (&)[16] )
- \ref helios::Context::setPrimitiveTransformationMatrix( const std::vector&, float (&)[16] )
| \ref helios::Context::getPrimitiveTransformationMatrix( uint, float (&)[16] ) const |
|