Classes


Last modified: 2013-3-2

Class Jitter3dUtilsInterface

Jitter3dUtils: javascript module for doing Jitter 3d stuff.

Defined in: Jitter3DUtils.js

Class Summary
Constructor Attributes Constructor Name and Description
 
Jitter3dUtils: javascript module for doing Jitter 3d stuff.
Method Summary
Method Attributes Method Name and Description
 
add_quats(q1, q2, q3)
add quats
 
axis_to_quat(axis, quat)
convert angle/axis rotation to quaternion.
 
build rotation matrix m for the quaternion q.
void 
closest_line_sphere(line_a, line_b, center, r, p1)
set p1 to the point on sphere closest to line segment.
 
intersect_line_quad(line_a, line_b, pos, rot, scale, p1, p2)
return true if the ray defined by the line's two points intersects the quad.
Boolean 
intersect_line_sphere(line_a, line_b, center, r, p1)
if the ray defined by the line's two points intersects the sphere, set p1 to the closest point of intersection.
 
no info.
 
quat_to_axis(quat, axis)
convert quaternion to angle/axis rotation.
 
transform_point(p_in, m)
no info.
 
vadd(src1, src2, dst)
add src1 and src2, save the result in dst
 
vcopy(v1, v2)
copy the three indicies from v1 to v2
 
vcross(v1, v2, cross)
create the cross product of v1 and v2?
 
vdiv(src1, src2, dst)
divide src1 and src2, save the result in dst
 
vdot(v1, v2)
no info.
 
vlength(v)
distance-squared function
vec3 
cheaper distance-squared function
 
vmul(src1, src2, dst)
multiply src1 and src2, save the result in dst
 
vnormal(v)
no info.
 
vscale(v, div)
scale the vector
 
vset(v, x, y, z)
set all three indicies of v to x, y, z
 
vsub(src1, src2, dst)
subtract src1 and src2, save the result in dst
 
vzero(v)
set all three indicies of v to 0.0
 
xyz_to_axis(xyz, axis)
convert rotation in Euler angles (xyz) to angle/axis rotation.
Class Detail

Jitter3dUtilsInterface

()
Jitter3dUtils: javascript module for doing Jitter 3d stuff. Defined in: Jitter3DUtils.js
Example:
//TODO
Method Detail

add_quats

(q1, q2, q3)
add quats
Example:
//TODO
Parameters:
{t_vec_4d} q1
{t_vec_4d} q2
{t_vec_4d} q3
 

axis_to_quat

(axis, quat)
convert angle/axis rotation to quaternion.
Example:
//TODO
Parameters:
{t_vec_3d} axis
{t_vec_4d} quat
 

build_rotmatrix

(m, q)
build rotation matrix m for the quaternion q.
Example:
//TODO
Parameters:
{t_vec_4d} m
{t_vec_4d} q
 

{void}

closest_line_sphere

(line_a, line_b, center, r, p1)
set p1 to the point on sphere closest to line segment.

(x3 - x1)(x2 - x1) + (y3 - y1)(y2 - y1) + (z3 - z1)(z2 - z1)
-----------------------------------------------------------
(x2 - x1)(x2 - x1) + (y2 - y1)(y2 - y1) + (z2 - z1)(z2 - z1)
Example:
//TODO
Parameters:
{t_vec_3d} line_a
{t_vec_3d} line_b
{t_vec_3d} center
{float} r
{t_vec_3d} p1
 

intersect_line_quad

(line_a, line_b, pos, rot, scale, p1, p2)
return true if the ray defined by the line's two points intersects the quad. also sets p2 to the point of intersection with the quad plane in object unit coords, and p1 to the same point in world coords. Quad is defined by the unit quad transformed by position, rotation, scale.
Example:
//TODO
Parameters:
{t_vec_3d} line_a
{t_vec_3d} line_b
{t_vec_3d} pos
{t_vec_3d} rot
{t_vec_3d} scale
{t_vec_3d} p1
{t_vec_3d} p2
 

{Boolean}

intersect_line_sphere

(line_a, line_b, center, r, p1)
if the ray defined by the line's two points intersects the sphere, set p1 to the closest point of intersection.
Example:
//TODO
Parameters:
{t_vec_3d} line_a
{t_vec_3d} line_b
{t_vec_3d} center
{float} r
{t_vec_3d} p1
 

normalize_quat

(q)
no info.
Example:
//TODO
Parameters:
{t_vec_4d} q
 

quat_to_axis

(quat, axis)
convert quaternion to angle/axis rotation.
Example:
//TODO
Parameters:
{t_vec_4d} quat
{t_vec_3d} axis
 

transform_point

(p_in, m)
no info.
Example:
//TODO
Parameters:
p_in
m
 

vadd

(src1, src2, dst)
add src1 and src2, save the result in dst
Example:
//TODO
Parameters:
{t_vec_3d} src1
{t_vec_3d} src2
{t_vec_3d} dst
 

vcopy

(v1, v2)
copy the three indicies from v1 to v2
Example:
//TODO
Parameters:
{t_vec_3d} v1
{t_vec_3d} v2
 

vcross

(v1, v2, cross)
create the cross product of v1 and v2?
Example:
//TODO
Parameters:
{t_vec_3d} v1
{t_vec_3d} v2
{t_vec_3d} cross
 

vdiv

(src1, src2, dst)
divide src1 and src2, save the result in dst
Example:
//TODO
Parameters:
{t_vec_3d} src1
{t_vec_3d} src2
{t_vec_3d} dst
 

vdot

(v1, v2)
no info.
Example:
//TODO
Parameters:
{t_vec_3d} v1
{t_vec_3d} v2
 

vlength

(v)
distance-squared function
Example:
//TODO
Parameters:
{t_vec_3d} v
 

{vec3}

vlength2

(v)
cheaper distance-squared function
Example:
//returns this calculation
v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
Parameters:
{t_vec_3d} v
 
Returns:
{vec3}

vmul

(src1, src2, dst)
multiply src1 and src2, save the result in dst
Example:
//TODO
Parameters:
{t_vec_3d} src1
{t_vec_3d} src2
{t_vec_3d} dst
 

vnormal

(v)
no info.
Example:
//TODO
Parameters:
{t_vec_3d} v
 

vscale

(v, div)
scale the vector
Example:
//TODO
Parameters:
{t_vec_3d} v
{float} div
scale factor
 

vset

(v, x, y, z)
set all three indicies of v to x, y, z
Example:
//TODO
Parameters:
{t_vec_3d} v
{float} x
{float} y
{float} z
 

vsub

(src1, src2, dst)
subtract src1 and src2, save the result in dst
Example:
//TODO
Parameters:
{t_vec_3d} src1
{t_vec_3d} src2
{t_vec_3d} dst
 

vzero

(v)
set all three indicies of v to 0.0
Example:
//TODO
Parameters:
{t_vec_3d} v
 

xyz_to_axis

(xyz, axis)
convert rotation in Euler angles (xyz) to angle/axis rotation.
Example:
//TODO
Parameters:
{t_vec_3d} xyz
{t_vec_3d} axis
 

©2012-2013
Max MSP Documentation copied to JsDoc by Tim Schenk SEO Frelancer Berlin. Some examples are by him. Some descriptions of classes, interfaces, properties, methods or events are by him. Until now, most of it is a copy. Published with permission of Cycling '74. This document might be wrong or incomplete. All informations without any warranty. All trademarks are the property of their respective owners. Documentation generated by JsDoc Toolkit on 2013-3-2