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| std::vector< Kakshya::Vertex > | MayaFlux::Kinesis::apply_color_gradient (const std::vector< glm::vec3 > &positions, const std::vector< glm::vec3 > &colors, const std::vector< float > &color_positions={}, float scalar=1.0F) |
| | Apply color interpolation to position vertices.
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| 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.
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| 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.
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| void | MayaFlux::Kinesis::apply_transform (std::vector< glm::vec3 > &vertices, const glm::mat4 &transform) |
| | Apply rigid transformation to vertex set.
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| void | MayaFlux::Kinesis::apply_translation (std::vector< glm::vec3 > &vertices, const glm::vec3 &displacement) |
| | Apply translation to vertex set.
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| std::vector< Kakshya::Vertex > | MayaFlux::Kinesis::apply_uniform_color (const std::vector< glm::vec3 > &positions, const glm::vec3 &color, float scalar=1.0F) |
| | Apply uniform color to position vertices.
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| 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.
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| std::vector< Kakshya::Vertex > | MayaFlux::Kinesis::apply_vertex_colors (const std::vector< glm::vec3 > &positions, const std::vector< glm::vec3 > &colors, float scalar=1.0F) |
| | Convert positions to LineVertex with per-vertex colors.
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| 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)
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| std::vector< Kakshya::LineVertex > | MayaFlux::Kinesis::compute_path_curvature (const std::vector< Kakshya::LineVertex > &path_vertices, float curvature_scale, size_t stride=1) |
| | Compute curvature vectors along a path (2nd derivative approximation)
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| std::vector< Kakshya::LineVertex > | MayaFlux::Kinesis::compute_path_normals (const std::vector< Kakshya::LineVertex > &path_vertices, float normal_length, size_t stride=1) |
| | Compute normal vectors along a piecewise-linear path.
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| std::vector< Kakshya::LineVertex > | MayaFlux::Kinesis::compute_path_tangents (const std::vector< Kakshya::LineVertex > &path_vertices, float tangent_length, size_t stride=1) |
| | Compute tangent vectors along a piecewise-linear path.
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| std::vector< Kakshya::Vertex > | MayaFlux::Kinesis::cuboid_wireframe (const glm::vec3 ¢er, const glm::vec3 &half, const glm::vec3 &color=glm::vec3(1.F)) |
| | Generate a cuboid wireframe as LINE_LIST pairs.
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| std::array< Kakshya::Vertex, 4 > | MayaFlux::Kinesis::filled_rect (Kinesis::AABB2D region, glm::vec3 color=glm::vec3(1.F)) |
| | Generate a filled TRIANGLE_STRIP quad from an AABB2D.
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| Kakshya::MeshData | MayaFlux::Kinesis::generate_box (const glm::vec3 ¢er, const glm::vec3 &half_extents, uint32_t subdivisions=1) |
| | Generate a solid box as an indexed TRIANGLE_LIST mesh.
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| 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.
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| 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.
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| Kakshya::MeshData | MayaFlux::Kinesis::generate_grid (const glm::vec3 ¢er, float extent_x, float extent_z, uint32_t cols, uint32_t rows, const glm::vec3 &normal=glm::vec3(0.0F, 1.0F, 0.0F)) |
| | Generate a subdivided flat grid in the XZ plane.
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| MAYAFLUX_API Kakshya::MeshData | MayaFlux::Kinesis::generate_parametric_surface (const std::function< glm::vec3(float u, float v)> &fn, uint32_t u_segs, uint32_t v_segs) |
| | Generate a mesh from an arbitrary parametric surface function.
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| QuadGeometry | MayaFlux::Kinesis::generate_quad (glm::vec2 position=glm::vec2(0.0F), glm::vec2 scale=glm::vec2(1.0F), float rotation=0.0F) |
| | Generate a textured quad centred on the origin.
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| 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.
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| 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.
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| MAYAFLUX_API Kakshya::MeshData | MayaFlux::Kinesis::generate_revolution (const std::function< glm::vec2(float t)> &profile_fn, uint32_t profile_segs, uint32_t radial_segs, float sweep_radians=glm::two_pi< float >()) |
| | Revolve a 2D profile curve around the Y axis.
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| MAYAFLUX_API Kakshya::MeshData | MayaFlux::Kinesis::generate_sdf_mesh (const Kinesis::SpatialField &field, const glm::vec3 &bounds_min, const glm::vec3 &bounds_max, uint32_t res_x, uint32_t res_y, uint32_t res_z, float iso_level=0.0F) |
| | Extract an isosurface from a scalar field using marching cubes.
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| MAYAFLUX_API Kakshya::MeshData | MayaFlux::Kinesis::generate_tube (std::span< const glm::vec3 > path, const std::function< float(float t)> &radius_fn, uint32_t radial_segments=8, bool capped=false) |
| | Extrude a circle along an arbitrary 3D path.
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| 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.
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| std::vector< Kakshya::LineVertex > | MayaFlux::Kinesis::reparameterize_by_arc_length (const std::vector< Kakshya::LineVertex > &path_vertices, size_t num_samples) |
| | Resample path vertices for arc-length parameterization.
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| 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.
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| std::array< Kakshya::TextureQuadVertex, 4 > | MayaFlux::Kinesis::textured_rect (Kinesis::AABB2D region) |
| | Generate a UV-mapped TRIANGLE_STRIP quad from an AABB2D.
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