Documentation ¶
Index ¶
- func NewTransformation(topLeft, bottomRight, newTopLeft, newBottomRight *math32.Vector3) (scale, translate *math32.Vector3)
- type Fixture
- func (f *Fixture) Available() bool
- func (f Fixture) BottomRight() *math32.Vector3
- func (f *Fixture) FindCorners(pts []*math32.Vector3) (topLeft, bottomRight *math32.Vector3)
- func (f *Fixture) Length() int
- func (f *Fixture) Next() *math32.Vector3
- func (f *Fixture) Reset()
- func (f *Fixture) ResetTransformation()
- func (f Fixture) TopLeft() *math32.Vector3
- func (f *Fixture) Transform(scale, translate *math32.Vector3)
- func (f *Fixture) Transformed() []*math32.Vector3
- func (f Fixture) TransformedBottomRight() *math32.Vector3
- func (f Fixture) TransformedTopLeft() *math32.Vector3
- func (f *Fixture) UpdatePoints()
- type Scene
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
Types ¶
type Fixture ¶
type Fixture struct {
// contains filtered or unexported fields
}
func NewFixture ¶
func (Fixture) BottomRight ¶
func (*Fixture) FindCorners ¶
func (*Fixture) ResetTransformation ¶
func (f *Fixture) ResetTransformation()
func (*Fixture) Transformed ¶
func (Fixture) TransformedBottomRight ¶
func (Fixture) TransformedTopLeft ¶
func (*Fixture) UpdatePoints ¶
func (f *Fixture) UpdatePoints()
Make the transformation permanent Update all points and corners.
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