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Packages that use Vec3d | |
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org.proteinshader.gui.viewing | Holds important helper classes that the Renderer uses to control the view: Camera, Rotation, Lighting, etc. |
org.proteinshader.math | The key classes in this package are Hermite and Quaternion, which are needed for generating the ribbons and tubes that are used to represent the backbone of a protein in a cartoon-type display. |
org.proteinshader.structure | Holds the classes that store information from a Protein Data Bank file: Structure, Model, Chain, AminoAcid, Heterogen, Water, Atom, Bond, Helix, BetaStrand, Loop, etc. |
Uses of Vec3d in org.proteinshader.gui.viewing |
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Fields in org.proteinshader.gui.viewing declared as Vec3d | |
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static Vec3d |
Rotation.X_AXIS
Vector representing an x-axis. |
static Vec3d |
Rotation.Y_AXIS
Vector representing an y-axis. |
static Vec3d |
Rotation.Z_AXIS
Vector representing an z-axis. |
Uses of Vec3d in org.proteinshader.math |
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Methods in org.proteinshader.math that return Vec3d | |
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Vec3d |
Vec3d.add(Vec3d vec)
Creates a new vector by adding the vector given as an argument to the calling vector (the existing vectors are NOT modified). |
Vec3d |
Hermite.calculateReverseTangent(double t)
Gets the tangent from the calculateTangent() method and reverses its direction. |
Vec3d |
Hermite.calculateTangent(double t)
Uses Hermite interpolation to calculate the tangent of a point on the cubic equation between the start and end points given the constructor. |
Vec3d |
Hermite.calculateTranslation(double t)
If the xyz-point obtained by calculatePoint() is going to be used to translate an object from the origin to the point, then it is convenient for a vector to be returned instead of a point. |
Vec3d |
Vec3d.clone()
Returns a clone of the calling vector. |
Vec3d |
Vec3d.cross(Vec3d vec)
Creates a new vector by taking the cross product of the calling vector and the vector given as an argument. |
Vec3d |
Quaternion.getBinormal()
Converts the Quaternion into a 3 x 3 rotation matrix and the returns the second column vector (the Binormal). |
Vec3d |
LocalFrame.getBinormal()
Converts the rotation (a Quaternion) into a 3 x 3 rotation matrix and the returns the second column vector (the Binormal). |
Vec3d |
Quaternion.getNormal()
Converts the Quaternion into a 3 x 3 rotation matrix and the returns the first column vector (the Normal). |
Vec3d |
LocalFrame.getNormal()
Converts the rotation (a Quaternion) into a 3 x 3 rotation matrix and the returns the first column vector (the Normal). |
Vec3d |
LocalFrame.getReverseTangent()
Converts the rotation (a Quaternion) into a 3 x 3 rotation matrix and the returns the third column vector (the Tangent) after reversing its direction. |
Vec3d |
Quaternion.getTangent()
Converts the Quaternion into a 3 x 3 rotation matrix and the returns the third column vector (the Tangent). |
Vec3d |
LocalFrame.getTangent()
Converts the rotation (a Quaternion) into a 3 x 3 rotation matrix and the returns the third column vector (the Tangent). |
Vec3d |
LocalFrame.getTranslation()
Returns a copy of the translation vector held by this LocalFrame. |
Vec3d |
Point3d.minus(Point3d point)
Returns the direction vector obtained by subtracting the point given as an argument from the calling point. |
Vec3d |
Vec3d.minus(Vec3d vec)
Creates a new vector by subtracting the vector given as an argument from the calling vector (the existing vectors are NOT modified). |
Vec3d |
Quaternion.multiply(Vec3d v)
Multiplies a vector by this quaternion and returns the resulting vector. |
Vec3d |
Vec3d.negate()
Creates a new vector equal in magnitude but opposite in direction to the calling vector (the calling vector is NOT modified). |
Vec3d |
Vec3d.normalize()
Creates a new vector that has the same direction as the calling vector, but is of unit length (the calling vector is NOT modified). |
Vec3d |
LocalFrame.rotate(Vec3d vector)
Returns a new vector produced by rotating the vector given as an argument by the quaternion held in this local frame. |
Vec3d |
Vec3d.scale(double magnitude)
Creates a new vector by scaling the calling vector by the magnitude given as an argument (the calling vector is NOT modified). |
Methods in org.proteinshader.math with parameters of type Vec3d | |
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Point3d |
Point3d.add(Vec3d vec)
Returns the point created by adding the vector given as an argument to the point that is the calling object. |
Vec3d |
Vec3d.add(Vec3d vec)
Creates a new vector by adding the vector given as an argument to the calling vector (the existing vectors are NOT modified). |
void |
Point3d.addToMe(Vec3d vec)
Tranlates the calling Point3d by adding the vector xyz-coordinates to it. |
void |
Vec3d.addToMe(Vec3d vec)
Modifies the calling vector by adding the xyz-values of the vector given as an argument to the xyz-values of the calling vector. |
void |
Quaternion.adjustMyTangent(Vec3d tangent)
Modifies this quaternion by rotating it such that if it is converted into a rotation matrix [N B T], the T vector will match the tangent given as an argument. |
Quaternion |
Quaternion.adjustTangent(Vec3d tangent)
Returns a copy of this quaternion that has been rotated such that if it is converted into a rotation matrix [N B T], the T vector will match the tangent given as an argument. |
void |
QuaternionDemo.convertToQuaternionAndPrint(Vec3d N,
Vec3d B,
Vec3d T)
Converts rotation matrix [N B T] to a quaternion and prints it. |
Vec3d |
Vec3d.cross(Vec3d vec)
Creates a new vector by taking the cross product of the calling vector and the vector given as an argument. |
void |
Vec3d.crossMe(Vec3d vec)
Modifies the calling vector by calculating the cross product of the calling vector and the vector given as an argument and storing the result in the calling vector. |
double |
Vec3d.dot(Vec3d vec)
Returns the dot product of the calling vector and the vector given as an argument. |
double |
Quaternion.generateAxisAndAngle(Vec3d axis)
Converts the Quaternion to an axis of rotation and an angle. |
void |
Quaternion.generateMatrix(Vec3d N,
Vec3d B,
Vec3d T)
Generates a 3 x 3 rotation matrix (actually 3 column vectors) that is equivalent to this quaternion, assuming that the quaternion has already been normalized (such that x^2 + y^2 + z^2 + w^2 = 1). |
void |
LocalFrame.generateMatrix(Vec3d N,
Vec3d B,
Vec3d T)
Generates a 3 x 3 rotation matrix (actually 3 column vectors) that is equivalent to the rotation quaternion. |
Vec3d |
Vec3d.minus(Vec3d vec)
Creates a new vector by subtracting the vector given as an argument from the calling vector (the existing vectors are NOT modified). |
void |
Vec3d.minusFromMe(Vec3d vec)
The x, y, and z values of the vector given as an argument are subtracted from the x, y, and z values of the calling vector. |
Vec3d |
Quaternion.multiply(Vec3d v)
Multiplies a vector by this quaternion and returns the resulting vector. |
void |
QuaternionDemo.printColumnVectors(Vec3d N,
Vec3d B,
Vec3d T)
Prints the 3 column vectors to standard out. |
void |
SlerpDemo.printColumnVectors(Vec3d N,
Vec3d B,
Vec3d T)
Prints the 3 column vectors to standard out. |
static void |
HermiteDemo.printStartAndEndPoints(Point3d p1,
Point3d p2,
Vec3d tan1,
Vec3d tan2)
Prints the start and end points along with their tangents. |
Vec3d |
LocalFrame.rotate(Vec3d vector)
Returns a new vector produced by rotating the vector given as an argument by the quaternion held in this local frame. |
void |
LocalFrame.setTranslation(Vec3d translation)
Holds on the the vector given as an argument so that it can be used as the translation for the local coordinate frame. |
void |
Vec3d.setXYZ(Vec3d vec)
Sets the xyz-values of the vector to the xyz-values of the vector given as an argument. |
void |
Quaternion.setXYZW(Vec3d axis,
double angle)
Calculates and sets (x, y, z, w) of this quaternion based on the axis and angle (in radians) given as aguments. |
void |
Quaternion.setXYZW(Vec3d N,
Vec3d B,
Vec3d T)
Calculates and sets (x, y, z, w) of this quaternion based on the rotation contained in the 3 x 3 matrix [N B T]. |
Constructors in org.proteinshader.math with parameters of type Vec3d | |
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Hermite(Point3d p1,
Point3d p2,
Vec3d tan1,
Vec3d tan2)
Constructs a Hermite object by using the input points and vectors to calculate and store the coefficients needed for the cubic equations for x(t), y(t), and z(t). |
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Hermite(Vec3d p1,
Vec3d p2,
Vec3d tan1,
Vec3d tan2)
Constructs a Hermite object by using the input vectors to calculate and store the coefficients needed for the cubic equations for x(t), y(t), and z(t). |
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LocalFrame(Quaternion rotation,
Vec3d translation)
Constructs a LocalFrame that holds on to the Quaternion and Vec3d given as arguments. |
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LocalFrame(Vec3d N,
Vec3d B,
Vec3d T,
double x,
double y,
double z)
Constructs a LocalFrame equivalent to the rotation matrix [N B T] and the translation (x, y, z). |
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Quaternion(Vec3d axis,
double angle)
Creates a quaternion that is equivalent to the rotation specified by the axis and angle (in radians) given as aguments. |
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Quaternion(Vec3d N,
Vec3d B,
Vec3d T)
Creates a quaternion that is equivalent to the rotation contained in the 3 x 3 matrix [N B T]. |
Uses of Vec3d in org.proteinshader.structure |
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Methods in org.proteinshader.structure that return Vec3d | |
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Vec3d |
Segment.getMiddleBinormal()
Converts the middle rotation (a Quaternion) into a 3 x 3 rotation matrix and then returns the third column vector, the Binormal. |
Vec3d |
Segment.getMiddleNormal()
Converts the middle rotation (a Quaternion) into a 3 x 3 rotation matrix and then returns the first column vector, the Normal. |
Vec3d |
Segment.getMiddleTangent()
Converts the middle rotation (a Quaternion) into a 3 x 3 rotation matrix and then returns the third column vector, the Tangent. |
Vec3d |
Segment.getMiddleXYZ()
Copies the xyz-coordinates for the center of this Segment into a new Vec3d and returns it. |
Vec3d |
AminoAcid.getTranslation()
Returns a new Ved3d object based on the xyz-coordinates of the alpha-carbon. |
Vec3d |
Drawable.getTranslation()
Returns the xyz-center of the Drawable as a vector. |
Vec3d |
Drawable.minus(Drawable other)
Returns a vector created by subtracting the xyz-center of the Drawable given as an argument from the xyz-center of the calling Drawable object. |
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