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MayaFlux 0.2.0
Digital-First Multimedia Processing Framework
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Include dependency graph for GeometryPrimitives.cpp:Go to the source code of this file.
Namespaces | |
| namespace | MayaFlux |
| Main namespace for the Maya Flux audio engine. | |
| namespace | MayaFlux::Kinesis |
Functions | |
| std::vector< glm::vec3 > | MayaFlux::Kinesis::generate_circle (const glm::vec3 ¢er, float radius, size_t segments, const glm::vec3 &normal=glm::vec3(0, 0, 1)) |
| Generate vertices along a circular path. | |
| std::vector< glm::vec3 > | MayaFlux::Kinesis::generate_ellipse (const glm::vec3 ¢er, float semi_major, float semi_minor, size_t segments, const glm::vec3 &normal=glm::vec3(0, 0, 1)) |
| Generate vertices along an elliptical path. | |
| std::vector< glm::vec3 > | MayaFlux::Kinesis::generate_rectangle (const glm::vec3 ¢er, float width, float height, const glm::vec3 &normal=glm::vec3(0, 0, 1)) |
| Generate vertices of an axis-aligned rectangular path. | |
| std::vector< glm::vec3 > | MayaFlux::Kinesis::generate_regular_polygon (const glm::vec3 ¢er, float radius, size_t sides, const glm::vec3 &normal=glm::vec3(0, 0, 1), float phase_offset=0.0F) |
| Generate vertices of a regular n-gon. | |
| void | MayaFlux::Kinesis::apply_transform (std::vector< glm::vec3 > &vertices, const glm::mat4 &transform) |
| Apply rigid transformation to vertex set. | |
| void | MayaFlux::Kinesis::apply_rotation (std::vector< glm::vec3 > &vertices, const glm::vec3 &axis, float angle, const glm::vec3 &origin=glm::vec3(0)) |
| Apply rotation to vertex set around arbitrary axis. | |
| void | MayaFlux::Kinesis::apply_translation (std::vector< glm::vec3 > &vertices, const glm::vec3 &displacement) |
| Apply translation to vertex set. | |
| void | MayaFlux::Kinesis::apply_uniform_scale (std::vector< glm::vec3 > &vertices, float scale, const glm::vec3 &origin=glm::vec3(0)) |
| Apply uniform scaling to vertex set. | |
| void | MayaFlux::Kinesis::apply_scale (std::vector< glm::vec3 > &vertices, const glm::vec3 &scale, const glm::vec3 &origin=glm::vec3(0)) |
| Apply non-uniform scaling to vertex set. | |
| std::vector< Nodes::LineVertex > | MayaFlux::Kinesis::compute_path_normals (const std::vector< Nodes::LineVertex > &path_vertices, float normal_length, size_t stride=1) |
| Compute normal vectors along a piecewise-linear path. | |
| std::vector< Nodes::LineVertex > | MayaFlux::Kinesis::compute_path_tangents (const std::vector< Nodes::LineVertex > &path_vertices, float tangent_length, size_t stride=1) |
| Compute tangent vectors along a piecewise-linear path. | |
| std::vector< Nodes::LineVertex > | MayaFlux::Kinesis::compute_path_curvature (const std::vector< Nodes::LineVertex > &path_vertices, float curvature_scale, size_t stride=1) |
| Compute curvature vectors along a path (2nd derivative approximation) | |
| std::vector< glm::vec3 > | MayaFlux::Kinesis::sample_parametric_curve (const std::function< glm::vec3(float)> &curve, size_t samples) |
| Sample parametric curve uniformly in parameter space. | |
| std::vector< Nodes::LineVertex > | MayaFlux::Kinesis::reparameterize_by_arc_length (const std::vector< Nodes::LineVertex > &path_vertices, size_t num_samples) |
| Resample path vertices for arc-length parameterization. | |
| void | MayaFlux::Kinesis::project_onto_plane (std::vector< glm::vec3 > &vertices, const glm::vec3 &plane_point, const glm::vec3 &plane_normal) |
| Project vertices onto plane defined by normal. | |
| std::vector< glm::vec3 > | MayaFlux::Kinesis::compute_convex_hull_2d (const std::vector< glm::vec3 > &vertices, const glm::vec3 &projection_normal=glm::vec3(0, 0, 1)) |
| Compute convex hull of vertex set (2D projection) | |
| std::vector< Nodes::LineVertex > | MayaFlux::Kinesis::apply_color_gradient (const std::vector< glm::vec3 > &positions, const std::vector< glm::vec3 > &colors, const std::vector< float > &color_positions={}, float default_thickness=1.0F) |
| Apply color interpolation to position vertices. | |
| std::vector< Nodes::LineVertex > | MayaFlux::Kinesis::apply_uniform_color (const std::vector< glm::vec3 > &positions, const glm::vec3 &color, float default_thickness=1.0F) |
| Apply uniform color to position vertices. | |
| std::vector< Nodes::LineVertex > | MayaFlux::Kinesis::apply_vertex_colors (const std::vector< glm::vec3 > &positions, const std::vector< glm::vec3 > &colors, float default_thickness=1.0F) |
| Convert positions to LineVertex with per-vertex colors. | |