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B3DVertexTransformer
  category: Balloon3D-Engine
  superclass: B3DEnginePart
  subclasses: B3DPrimitiveTransformer

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instance methods
  accessing
  currentMatrix
matrixMode
matrixMode:
modelViewMatrix
needsUpdate
needsUpdate:
popMatrix
projectionMatrix
pushMatrix

  initialize
  initialize
reset

  modifying
  loadIdentity
loadMatrix:
lookFrom:to:up:
multiplyMatrix:
rotateBy:
scaleBy:
scaleByX:y:z:
transformBy:
translateBy:
translateByX:y:z:

  private-transforming
  privateTransformMatrix:with:into:
privateTransformPrimitiveNormal:byMatrix:rescale:
privateTransformPrimitiveVertex:byModelView:
privateTransformPrimitiveVertex:byModelViewWithoutW:
privateTransformPrimitiveVertex:byProjection:
privateTransformVB:count:modelViewMatrix:projectionMatrix:flags:

  processing
  processVertexBuffer:
processVertexBuffer:modelView:projection:

  public
  transformDirection:
transformPosition:

  view transformation
  ortho:
perspective:

class methods
  testing
  isAvailable

instance methods
  accessing top  
 

currentMatrix


 

matrixMode


 

matrixMode:


 

modelViewMatrix


 

needsUpdate


 

needsUpdate:


 

popMatrix

Pop the current matrix from the stack


 

projectionMatrix


 

pushMatrix

Push the current matrix


  initialize top  
 

initialize


 

reset


  modifying top  
 

loadIdentity


 

loadMatrix:


 

lookFrom:to:up:

create a matrix such that we look from eyePoint to centerPoint using upDirection


 

multiplyMatrix:

Multiply aMatrix with the current matrix


 

rotateBy:


 

scaleBy:


 

scaleByX:y:z:


 

transformBy:


 

translateBy:

Add the translation defined by aVector to the current matrix


 

translateByX:y:z:

Add the translation defined by aVector to the current matrix


  private-transforming top  
 

privateTransformMatrix:with:into:

Perform a 4x4 matrix multiplication
m2 * m1 = m3
being equal to first transforming points by m2 and then by m1.
Note that m1 may be identical to m3.


 

privateTransformPrimitiveNormal:byMatrix:rescale:


 

privateTransformPrimitiveVertex:byModelView:


 

privateTransformPrimitiveVertex:byModelViewWithoutW:

Special case of aMatrix a41 = a42 = a43 = 0.0 and a44 = 1.0


 

privateTransformPrimitiveVertex:byProjection:


 

privateTransformVB:count:modelViewMatrix:projectionMatrix:flags:


  processing top  
 

processVertexBuffer:

Process the given vertex buffer in this part of the engine.


 

processVertexBuffer:modelView:projection:


  public top  
 

transformDirection:


 

transformPosition:


  view transformation top  
 

ortho:


 

perspective:


class methods
  testing top  
 

isAvailable

Return true if this part of the engine is available