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int | WIRE = 0x00000011 |
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int | SOLID = 0x00000012 |
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int | TEXTURE = 0x00000014 |
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int | DRAWALL = WIRE | SOLID | TEXTURE |
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int | WHITE = 0xFFFFFFFF |
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int | BLACK = 0xFF000000 |
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int | GREY = 0xFFC0C0C0 |
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int | RED = 0xFFFF0000 |
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int | GREEN = 0xFF00FF00 |
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int | BLUE = 0xFF0000FF |
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int | YELLOW = 0xFFFFFF00 |
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int | PURPLE = 0xFFFF00FF |
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int | CYAN = 0xFF00FFFF |
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int | ORANGE = 0xFFFFC000 |
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int | CW = 1 |
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int | CCW = 2 |
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int | ALL = 0b11111111 |
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int | BOTTOM = 0b00000001 |
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int | TOP = 0b00000010 |
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int | FRONT = 0b00000100 |
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int | BACK = 0b00001000 |
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int | LEFT = 0b00010000 |
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int | RIGHT = 0b00100000 |
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int | BODY = 0b00000001 |
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int | END0 = 0b00000010 |
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int | END1 = 0b00000100 |
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float | ONE_DEG_T = (float) (Math.PI / 180.0) |
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PathOrthogonal | ORTHO_X = new PathOrthogonal.PathNormalX() |
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PathOrthogonal | ORTHO_Y = new PathOrthogonal.PathNormalY() |
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PathOrthogonal | ORTHO_Z = new PathOrthogonal.PathNormalZ() |
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PathOrthogonal | ORTHO_A = new PathOrthogonal.PathNormalAMC() |
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TransformUV | ROT_0 = TransformUV.ROT0 |
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TransformUV | ROT_90 = TransformUV.ROT90 |
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TransformUV | ROT_180 = TransformUV.ROT180 |
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TransformUV | ROT_270 = TransformUV.ROT270 |
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TransformUV | FLIP_H = TransformUV.FLIPH |
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TransformUV | FLIP_V = TransformUV.FLIPV |
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Rotation | ROTATION_ZERO = new Rotation() |
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int | T_BOX = 0x1001 |
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int | T_DOME = 0x1002 |
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int | T_CONE = 0x1003 |
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int | T_ELLIPSOID = 0x1004 |
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int | T_EXTRUSION = 0x1005 |
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int | T_LATHESTOCK = 0x1006 |
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int | T_MD2 = 0x1007 |
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int | T_SKYBOX = 0x1008 |
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int | T_SKYDOME = 0x1009 |
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int | T_TERRAIN = 0x100A |
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int | T_TUBE = 0x100B |
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int | C_LATHESURFACE = 0x2001 |
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int | C_OVAL = 0x2002 |
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int | C_POLYGON = 0x2003 |
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int | P_BCURVE2D = 0x3001 |
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int | P_BCURVE3D = 0x3002 |
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int | P_BSPLINE2D = 0x3003 |
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int | P_BSPLINE3D = 0x3004 |
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int | P_LINEAR = 0x3005 |
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int | P_LISSAJOUS = 0x3006 |
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int | P_RING = 0x3007 |
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int | P_SPIRAL = 0x3008 |
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At any point along the s continuous curve in 2D space there is a single curve tangent line and two curve normals (orthogonals). In 3D space it is slightly more complicated, although there is a single tangent at any point along the curve there RE an infinite number of orthogonals. To create the shapes this library needs to know the orthogonal at any point along the curve.
A bad choice of orthogonal can cause unwanted rotations and/or twists in the cross-section. If the user does not choose an orthogonal Shapes3D will choose what it thinks best from four different algorithms. Even so it is still possible to get unwanted rotations/twists in which case the user can provide their own orthogonal calculator.
- Author
- Peter Lager