Class SurfaceBuilder


  • public class SurfaceBuilder
    extends Object
    • Field Detail

      • DEFAULT_COLORMAP

        protected static IColorMap DEFAULT_COLORMAP
      • DEAFAULT_COLORFACTOR

        protected static Color DEAFAULT_COLORFACTOR
      • DEFAULT_WIREFRAME_COLOR

        protected static Color DEFAULT_WIREFRAME_COLOR
      • DEFAULT_FACE_DISPLAYED

        protected static boolean DEFAULT_FACE_DISPLAYED
      • DEFAULT_WIREFRAME_DISPLAYED

        protected static boolean DEFAULT_WIREFRAME_DISPLAYED
    • Constructor Detail

      • SurfaceBuilder

        public SurfaceBuilder()
    • Method Detail

      • orthonormal

        public Shape orthonormal​(Mapper mapper,
                                 Range range,
                                 int steps)
        Apply a function to an orthonormal grid and return a drawable surface object.
      • orthonormal

        public Shape orthonormal​(OrthonormalGrid grid,
                                 Mapper mapper)
        Apply a function to an orthonormal grid and return a drawable surface object.
      • ring

        public Shape ring​(OrthonormalGrid grid,
                          Mapper mapper,
                          float ringMin,
                          float ringMax)
        Apply a function to an orthonormal grid and then slice a ring from it between a min and max radius
      • ring

        public Shape ring​(OrthonormalGrid grid,
                          Mapper mapper,
                          float ringMin,
                          float ringMax,
                          ColorMapper cmap,
                          Color factor)
        Apply a function to an orthonormal grid and then slice a ring from it between a min and max radius
      • delaunay

        public Shape delaunay​(List<Coord3d> coordinates)
        Build a surface out of an disordered point mesh. The tesselation is built with a 3d Delaunay algorithm. Note that this algorithm works better for horizontal distribution than vertical distribution of points. The algorithm is based on a terrain library and hence assume a set of point than lie as a floor rather than a wall. Beside this limitation, Delaunay remains a fast and efficient solution when sampling points can not be acquired based on a known structure (such as orthonormal grid).
      • orthonormalBig

        public CompileableComposite orthonormalBig​(OrthonormalGrid grid,
                                                   Mapper mapper)
        Apply a function to an orthonormal grid and return a drawable surface object optimized for large number of polygons through OpenGL Display Lists.
      • applyStyling

        public Shape applyStyling​(Shape s)