Uses of Class
org.sunflow.math.Vector3

Packages that use Vector3
org.sunflow   
org.sunflow.core   
org.sunflow.core.light   
org.sunflow.core.photonmap   
org.sunflow.core.primitive   
org.sunflow.math   
 

Uses of Vector3 in org.sunflow
 

Methods in org.sunflow with parameters of type Vector3
 void SunflowAPI.parameter(java.lang.String name, Vector3 value)
           
 void SunflowAPIInterface.parameter(java.lang.String name, Vector3 value)
          Declare a parameter with the specified name and value.
 

Uses of Vector3 in org.sunflow.core
 

Methods in org.sunflow.core that return Vector3
 Vector3 Texture.getBump(float x, float y, OrthoNormalBasis basis, float scale)
           
 Vector3 Ray.getDirection()
          Creates a vector to represent the direction of the ray.
 Vector3 ShadingState.getGeoNormal()
          Gets the geometric normal of the current hit point.
 Vector3 ShadingState.getNormal()
          Get shading normal at the hit point.
 Vector3 Texture.getNormal(float x, float y, OrthoNormalBasis basis)
           
 Vector3 ParameterList.getVector(java.lang.String name, Vector3 defaultValue)
          Get the specified vector parameter from this list.
 Vector3 ShadingState.transformNormalObjectToWorld(Vector3 n)
          Transform the given normal from object space to world space.
 Vector3 ShadingState.transformNormalWorldToObject(Vector3 n)
          Transform the given normal from world space to object space.
 Vector3 ShadingState.transformVectorObjectToWorld(Vector3 v)
          Transform the given vector from object space to world space.
 Vector3 ShadingState.transformVectorWorldToObject(Vector3 v)
          Transform the given vector from world space to object space.
 

Methods in org.sunflow.core with parameters of type Vector3
 float LightSample.dot(Vector3 v)
          Compute a dot product between the current shadow ray direction and the specified vector.
 float Ray.dot(Vector3 v)
          Computes the dot product of an arbitrary vector with the direction of the ray.
 void LightSource.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
          Gets a photon to emit from this light source by setting each of the arguments.
 Color GlobalPhotonMapInterface.getRadiance(Point3 p, Vector3 n)
          Lookup the global diffuse radiance at the specified surface point.
 Vector3 ParameterList.getVector(java.lang.String name, Vector3 defaultValue)
          Get the specified vector parameter from this list.
 void PhotonStore.store(ShadingState state, Vector3 dir, Color power, Color diffuse)
          Store the specified photon.
 void ShadingState.storePhoton(Vector3 dir, Color power, Color diffuse)
          Records a photon at the specified location.
 Vector3 ShadingState.transformNormalObjectToWorld(Vector3 n)
          Transform the given normal from object space to world space.
 Vector3 ShadingState.transformNormalWorldToObject(Vector3 n)
          Transform the given normal from world space to object space.
 Vector3 ShadingState.transformVectorObjectToWorld(Vector3 v)
          Transform the given vector from object space to world space.
 Vector3 ShadingState.transformVectorWorldToObject(Vector3 v)
          Transform the given vector from world space to object space.
 

Constructors in org.sunflow.core with parameters of type Vector3
Ray(Point3 o, Vector3 d)
          Creates a new ray that points from the given origin to the given direction.
 

Uses of Vector3 in org.sunflow.core.light
 

Methods in org.sunflow.core.light with parameters of type Vector3
 void DirectionalSpotlight.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
           
 void PointLight.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
           
 void TriangleMeshLight.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
           
 void ImageBasedLight.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
           
 void SunSkyLight.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
           
 void SphereLight.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
           
 

Uses of Vector3 in org.sunflow.core.photonmap
 

Methods in org.sunflow.core.photonmap with parameters of type Vector3
 Color GlobalPhotonMap.getRadiance(Point3 p, Vector3 n)
           
 Color GridPhotonMap.getRadiance(Point3 p, Vector3 n)
           
 void GlobalPhotonMap.store(ShadingState state, Vector3 dir, Color power, Color diffuse)
           
 void GridPhotonMap.store(ShadingState state, Vector3 dir, Color power, Color diffuse)
           
 void CausticPhotonMap.store(ShadingState state, Vector3 dir, Color power, Color diffuse)
           
 

Uses of Vector3 in org.sunflow.core.primitive
 

Methods in org.sunflow.core.primitive with parameters of type Vector3
 void CornellBox.getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
           
 

Uses of Vector3 in org.sunflow.math
 

Methods in org.sunflow.math that return Vector3
static Vector3 Vector3.add(Vector3 v1, Vector3 v2, Vector3 dest)
           
static Vector3 Vector3.cross(Vector3 v1, Vector3 v2, Vector3 dest)
           
static Vector3 Vector3.decode(short n)
           
static Vector3 Vector3.decode(short n, Vector3 dest)
           
 Vector3 Vector3.div(float d)
           
 Vector3 Vector3.div(float d, Vector3 dest)
           
 Vector3 BoundingBox.getExtents()
          Gets the extents vector for the box.
 Vector3 Vector3.mul(float s)
           
 Vector3 Vector3.mul(float s, Vector3 dest)
           
 Vector3 Vector3.negate()
           
 Vector3 Vector3.negate(Vector3 dest)
           
static Vector3 PerlinVector.noise(float x)
           
static Vector3 PerlinVector.noise(float x, float y)
           
static Vector3 PerlinVector.noise(float x, float y, float z)
           
static Vector3 PerlinVector.noise(float x, float y, float z, float t)
           
static Vector3 PerlinVector.noise(Point2 p)
           
static Vector3 PerlinVector.noise(Point3 p)
           
static Vector3 PerlinVector.noise(Point3 p, float t)
           
static Vector3 Point3.normal(Point3 p0, Point3 p1, Point3 p2)
           
static Vector3 Point3.normal(Point3 p0, Point3 p1, Point3 p2, Vector3 dest)
           
 Vector3 Vector3.normalize()
           
 Vector3 Vector3.normalize(Vector3 dest)
           
static Vector3 PerlinVector.pnoise(float x, float period)
           
static Vector3 PerlinVector.pnoise(float x, float y, float w, float h)
           
static Vector3 PerlinVector.pnoise(float x, float y, float z, float w, float h, float d)
           
static Vector3 PerlinVector.pnoise(float x, float y, float z, float t, float w, float h, float d, float p)
           
static Vector3 PerlinVector.pnoise(Point2 p, float periodx, float periody)
           
static Vector3 PerlinVector.pnoise(Point3 p, float t, Vector3 pperiod, float tperiod)
           
static Vector3 PerlinVector.pnoise(Point3 p, Vector3 period)
           
 Vector3 Vector3.set(float x, float y, float z)
           
 Vector3 Vector3.set(Vector3 v)
           
static Vector3 PerlinVector.snoise(float x)
           
static Vector3 PerlinVector.snoise(float x, float y)
           
static Vector3 PerlinVector.snoise(float x, float y, float z)
           
static Vector3 PerlinVector.snoise(float x, float y, float z, float t)
           
static Vector3 PerlinVector.snoise(Point2 p)
           
static Vector3 PerlinVector.snoise(Point3 p)
           
static Vector3 PerlinVector.snoise(Point3 p, float t)
           
static Vector3 PerlinVector.spnoise(float x, float period)
           
static Vector3 PerlinVector.spnoise(float x, float y, float w, float h)
           
static Vector3 PerlinVector.spnoise(float x, float y, float z, float w, float h, float d)
           
static Vector3 PerlinVector.spnoise(float x, float y, float z, float t, float w, float h, float d, float p)
           
static Vector3 PerlinVector.spnoise(Point2 p, float periodx, float periody)
           
static Vector3 PerlinVector.spnoise(Point3 p, float t, Vector3 pperiod, float tperiod)
           
static Vector3 PerlinVector.spnoise(Point3 p, Vector3 period)
           
static Vector3 Point3.sub(Point3 p1, Point3 p2, Vector3 dest)
           
static Vector3 Vector3.sub(Vector3 v1, Vector3 v2, Vector3 dest)
           
 Vector3 OrthoNormalBasis.transform(Vector3 a)
           
 Vector3 OrthoNormalBasis.transform(Vector3 a, Vector3 dest)
           
 Vector3 Matrix4.transformTransposeV(Vector3 v)
          Computes (this^T)*v and returns the result as a new Vector3 object.
 Vector3 Matrix4.transformV(Vector3 v)
          Computes this*v and returns the result as a new Vector3 object.
 Vector3 OrthoNormalBasis.untransform(Vector3 a)
           
 Vector3 OrthoNormalBasis.untransform(Vector3 a, Vector3 dest)
           
 

Methods in org.sunflow.math with parameters of type Vector3
static Point3 Point3.add(Point3 p, Vector3 v, Point3 dest)
           
static Vector3 Vector3.add(Vector3 v1, Vector3 v2, Vector3 dest)
           
static Vector3 Vector3.cross(Vector3 v1, Vector3 v2, Vector3 dest)
           
static Vector3 Vector3.decode(short n, Vector3 dest)
           
 Vector3 Vector3.div(float d, Vector3 dest)
           
static float Vector3.dot(Vector3 v1, Vector3 v2)
           
static Matrix4 Matrix4.lookAt(Point3 eye, Point3 target, Vector3 up)
          Creates a camera positioning matrix from the given eye and target points and up vector.
static OrthoNormalBasis OrthoNormalBasis.makeFromW(Vector3 w)
           
static OrthoNormalBasis OrthoNormalBasis.makeFromWV(Vector3 w, Vector3 v)
           
 Vector3 Vector3.mul(float s, Vector3 dest)
           
 Vector3 Vector3.negate(Vector3 dest)
           
static Vector3 Point3.normal(Point3 p0, Point3 p1, Point3 p2, Vector3 dest)
           
 Vector3 Vector3.normalize(Vector3 dest)
           
static float PerlinScalar.pnoise(Point3 p, float t, Vector3 pperiod, float tperiod)
           
static Vector3 PerlinVector.pnoise(Point3 p, float t, Vector3 pperiod, float tperiod)
           
static float PerlinScalar.pnoise(Point3 p, Vector3 period)
           
static Vector3 PerlinVector.pnoise(Point3 p, Vector3 period)
           
 Vector3 Vector3.set(Vector3 v)
           
static float PerlinScalar.spnoise(Point3 p, float t, Vector3 pperiod, float tperiod)
           
static Vector3 PerlinVector.spnoise(Point3 p, float t, Vector3 pperiod, float tperiod)
           
static float PerlinScalar.spnoise(Point3 p, Vector3 period)
           
static Vector3 PerlinVector.spnoise(Point3 p, Vector3 period)
           
static Vector3 Point3.sub(Point3 p1, Point3 p2, Vector3 dest)
           
static Vector3 Vector3.sub(Vector3 v1, Vector3 v2, Vector3 dest)
           
 Vector3 OrthoNormalBasis.transform(Vector3 a)
           
 Vector3 OrthoNormalBasis.transform(Vector3 a, Vector3 dest)
           
 Vector3 Matrix4.transformTransposeV(Vector3 v)
          Computes (this^T)*v and returns the result as a new Vector3 object.
 Vector3 Matrix4.transformV(Vector3 v)
          Computes this*v and returns the result as a new Vector3 object.
 Vector3 OrthoNormalBasis.untransform(Vector3 a)
           
 Vector3 OrthoNormalBasis.untransform(Vector3 a, Vector3 dest)
           
 float OrthoNormalBasis.untransformX(Vector3 a)
           
 float OrthoNormalBasis.untransformY(Vector3 a)
           
 float OrthoNormalBasis.untransformZ(Vector3 a)
           
 

Constructors in org.sunflow.math with parameters of type Vector3
Vector3(Vector3 v)