Creates a three-dimensional transformation behavior that is a composition of the given transformation behaviors.
public static Transform3Bvr compose(
Transform3Bvr xf1,
Transform3Bvr xf2
);
Returns the Transform3Bvr object.
Composing a transform is equivalent to first applying xf2 and then applying xf1. In other words:
geo.transform(compose(xf1, xf2) == geo.transform(xf2).transform(xf1)
Creates a three-dimensional transformation behavior that is a composition of the Transform3Bvr objects in the array.
public static Transform3Bvr compose3Array(
Transform3Bvr[] xforms
);
Returns the Transform3Bvr object.
Composing a transform is equivalent to first applying xfn, then applying xfn-1, and so on.
Creates a three-dimensional transformation behavior that transforms an object from a standard position and orientation to the "from" point, and aimed at the "to" point, with "up" mapping to the object's up direction. Prior to this transform, objects must be located at the origin, with the up side aligned with positive y, and aimed in the negative z-direction.
public static Transform3Bvr lookAtFrom(
Point3Bvr from,
Point3Bvr to,
Vector3Bvr up
);
Returns the Transform3Bvr object.
This transform is useful for positioning and orienting cameras, lights, microphones, and other three-dimensional objects.
Creates a three-dimensional transformation behavior that, when applied to a point or vector behavior, rotates the point or vector by the given angle (expressed in radians) around the given axis.
public static Transform3Bvr rotate(
Vector3Bvr axis,
NumberBvr radians
);
Returns the Transform3Bvr object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
Creates a three-dimensional transformation behavior that, when applied to a point or vector behavior, rotates the point or vector by the given angle (expressed in degrees) around the given axis.
public static Transform3Bvr rotateDegrees(
Vector3Bvr axis,
double degrees
);
Returns the Transform3Bvr object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
Creates a three-dimensional transformation behavior that, when applied to a point or vector behavior, rotates the point or vector by the given angle (expressed in radians) around the given axis. The rotation rate is determined by multiplying the angle by localTime.
public static Transform3Bvr rotateRate(
Vector3Bvr axis,
double radians
);
Returns the Transform3Bvr object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
Creates a three-dimensional transformation behavior that, when applied to a point or vector behavior, rotates the point or vector by the given angle (expressed in degrees) around the given axis. The rotation rate is determined by multiplying the angle by localTime.
public static Transform3Bvr rotateRateDegrees(
Vector3Bvr axis,
double degrees
);
Returns the Transform3Bvr object.
Rotations obey the right-hand rule. This means that, when looking down the axis vector, they are counter-clockwise.
Creates a three-dimensional transformation behavior that, when applied to a three-dimensional object, scales it. For example, the transformation modifies the length of a vector by multiplying the vector's coordinates by the values of the corresponding number behaviors.
public static Transform3Bvr scale(
NumberBvr sx,
NumberBvr sy,
NumberBvr sz
);
Returns the Transform3Bvr object.
Creates a three-dimensional transformation behavior that, when applied to a three-dimensional object, scales it. For example, the transformation modifies the location of a point by multiplying the point's coordinates by the values of the corresponding vector coordinates.
public static Transform3Bvr scale(
Vector3Bvr v
);
Returns the Transform3Bvr object.
Creates a three-dimensional transformation behavior that, when applied to a three-dimensional object, scales it. The scaling rates are determined by multiplying the arguments by localTime.
public Transform3Bvr scaleRate(
double x,
double y,
double z
);
Returns the Transform3Bvr object.
Creates a three-dimensional transformation behavior that, when applied to a three-dimensional object, scales it uniformly.
public static Transform3Bvr scale3(
NumberBvr uniformFactor
);
Returns the Transform3Bvr object.
Creates a three-dimensional transformation behavior that, when applied to a three-dimensional object, scales it uniformly. The scaling rate is determined by multiplying the argument by localTime.
public Transform3Bvr scale3Rate(
double rate
);
Returns the Transform3Bvr object.
Creates a three-dimensional transformation behavior that consists of the 4 by 4 matrix having the values specified by the given number behaviors.
public static Transform3Bvr transform4x4(
NumberBvr[] matrix
);
Returns the Transform3Bvr object.
The translation components for the matrix are in the last column. The last row of the matrix must be [0 0 0 1].
Creates a three-dimensional transformation behavior that, when applied to a point behavior, translates (moves) the point by the amounts given by the number behaviors.
public static Transform3Bvr translate(
NumberBvr tx,
NumberBvr ty,
NumberBvr tz
);
Returns the Transform3Bvr object.
Vectors are unchanged by translations.
Creates a two-dimensional transformation that, when applied to a point, translates (moves) the point to the new location loc.
public static Transform3Bvr translate(
Point3Bvr loc
);
Returns the Transform3Bvr object.
Creates a three-dimensional transformation behavior that, when applied to a point behavior, translates (moves) the point by the amounts given by the vector behavior.
public static Transform3Bvr translate(
Vector3Bvr v
);
Returns the Transform3Bvr object.
Vectors are unchanged by translations.
Creates a three-dimensional transformation behavior that, when applied to a point behavior, translates (moves) the point by the amounts given by the doubles. The translation rate is determined by multiplying the arguments by localTime.
public Transform3Bvr translateRate(
double x,
double y,
double z
);
Returns the Transform3Bvr object.
Vectors are unchanged by translations.
Shears the x-axis in the positive y-direction by a and in the positive z-direction by b. The X-coordinate remains unchanged, and the Y and Z coordinates increase by the product of the X-coordinate and the shear factors. In other words, X2 = X1, Y2 = Y1 + aX1, and Z2 = Z1 + bX1, where a and b are the shear factors.
public static Transform3Bvr xShear(
NumberBvr a,
NumberBvr b
);
Returns the Transform3Bvr object.
Shears the x-axis in the positive y-direction by a and in the positive z-direction by b. The shear rates are determined by multiplying the arguments by localTime.
public static Transform3Bvr xShearRate(
double a,
double b
);
Returns the Transform3Bvr object.
Shears the y-axis in the positive x-direction by c and in the positive z-direction by d. The Y-coordinate remains unchanged, and the X and Z coordinates increase by the product of the Y-coordinate and the shear factors. In other words, Y2 = Y1, X2 = X1 + cY1, and Z2 = Z1 + dY1, where c and d are the shear factors.
public static Transform3Bvr yShear(
NumberBvr c,
NumberBvr d
);
Returns the Transform3Bvr object.
Shears the y-axis in the positive x-direction by c and in the positive z-direction by d. The shear rates are determined by multiplying the arguments by localTime.
public static Transform3Bvr yShearRate(
double c,
double d
);
Returns the Transform3Bvr object.
Shears the z-axis in the postive x-direction by e and in the positive y-direction by f. The Z-coordinate remains unchanged, and the X and Y coordinates increase by the product of the Z-coordinate and the shear factors. In other words, Z2 = Z1, X2 = X1 + eZ1, and Y2 = Y1 + fZ1, where e and f are the shear factors.
public static Transform3Bvr zShear(
NumberBvr e,
NumberBvr f
);
Returns the Transform3Bvr object.
Shears the z-axis in the positive x-direction by e and in the positive y-direction by f. The shear rates are determined by multiplying the arguments by localTime.
public static Transform3Bvr zShearRate(
double e,
double f
);
Returns the Transform3Bvr object.
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