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@huukhanhnguyen/model / nodeMethods/projection

nodeMethods/projection

add3D

const add3D: add


dot3D

const dot3D: dot


length3D

const length3D: length


PRINCIPAL_VIEW_BASIS

const PRINCIPAL_VIEW_BASIS: Record<PrincipalView, { label: string; right: Point; up: Point; }>

Each principal view's screen axes, Z-up world.


scale3D

const scale3D: scale


subtract3D

const subtract3D: subtract


chainCutLoops()

chainCutLoops(segments): Point[][]

Parameters

segments

[Point, Point][]

Returns

Point[][]


clipMeshToPlane()

clipMeshToPlane(mesh, plane): { cutSegments: [Point, Point][]; mesh: TriangleMesh; }

Parameters

mesh

TriangleMesh

plane

Plane

Returns

{ cutSegments: [Point, Point][]; mesh: TriangleMesh; }

cutSegments

cutSegments: [Point, Point][]

mesh

mesh: TriangleMesh


clipPolygonToWindow()

clipPolygonToWindow(polygon, window): Point2d[]

Parameters

polygon

Point2d[]

window

BoundingBox2d

Returns

Point2d[]


clipSegmentToLoops()

clipSegmentToLoops(segment, polygonLoops): LineCurve2d[]

Parameters

segment

LineCurve2d

polygonLoops

Point2d[][]

Returns

LineCurve2d[]


clipSegmentToWindow()

clipSegmentToWindow(segment, window): LineCurve2d | null

Parameters

segment

LineCurve2d

window

BoundingBox2d

Returns

LineCurve2d | null


forwardOf()

forwardOf(basis): Point

Parameters

basis

Point

up

Point

Returns

Point


pointInLoops()

pointInLoops(loops, point): boolean

Parameters

loops

Point2d[][]

point

Point2d

Returns

boolean


sectionBasis()

sectionBasis(normal): { right: Point; up: Point; }

Parameters

normal

Vector

Returns

{ right: Point; up: Point; }

right

right: Point

up

up: Point


viewForwardOf()

viewForwardOf(basis): Point

Parameters

basis

right

Point

up

Point

Returns

Point

Last updated: 📖 2 min readEdit on GitHub