Moves frames by one vector in world coordinates, as translate moves one; their axes keep
their directions.
The frames and the vector to move them by
New frames, in the same order
Moves each frame along its own normal by the same distance, as offset moves one; their
axes keep their directions.
Frames facing different ways move different ways: a negative distance moves each against its own normal.
The frames and the distance in model units
New frames, in the same order
Turns each frame about one of its own axes, through its own origin, as rotate turns one.
The angle is in degrees; positive is counter-clockwise when that axis points toward you.
The frames, the axis to turn each about and the angle
New frames, in the same order
Converts a point given in a frame's coordinates into world coordinates.
[1, 2, 3] becomes the point 1 along the frame's X axis, 2 along its Y axis and 3 along its
normal, from its origin.
The frame and the point in its coordinates
The point in world coordinates
Converts a point given in world coordinates into a frame's coordinates, the reverse of
pointToWorld.
The third coordinate of the result is the point's signed distance from the frame's plane.
The frame and the point in world coordinates
The point in the frame's coordinates
Converts points given in a frame's coordinates into world coordinates, as pointToWorld does
for one.
The frame and the points in its coordinates
The points in world coordinates, in the same order
Converts points given in world coordinates into a frame's coordinates, as pointToLocal does
for one.
The frame and the points in world coordinates
The points in the frame's coordinates, in the same order
Turns a vector given along a frame's axes into one along the world axes; the frame's origin plays no part.
The frame and the vector along its axes
The vector along the world axes
Turns a vector given along the world axes into one along a frame's axes, the reverse of
vectorToWorld.
The frame and the vector along the world axes
The vector along the frame's axes
Builds a frame from where it sits, where its Z axis points and roughly where its X axis points.
direction is turned square to normal and both are scaled to length 1, so they only have
to be roughly right. A normal of zero length or a direction along it throws.
The origin, the normal and the rough X direction
A new frame
Builds a frame from three points: where it sits, a point its X axis runs toward and a point on the side its Y axis points to.
The normal follows by the right-hand rule. xPoint at origin, or three points on one line,
throws.
The origin, a point along the X axis and a point in the plane
A new frame
Builds a frame from a point and a normal, choosing its X axis by a fixed rule.
The same normal always gives the same X axis: square to the normal and to the world axis the normal leans on least. A normal of zero length throws.
The origin and the normal
A new frame
Fits a frame to points that lie on or near one plane.
It sits at their average. The normal follows their order by the right-hand rule, and X runs along their widest spread, toward the first point; with no widest spread, as around a square, X points at the first point. Fewer than three points, or nearly collinear ones, throw.
The points to fit
A new frame in the plane that fits the points best
Places a frame given in another frame's coordinates into the world: a frame within a frame.
child is read as if parent were the world, so a child at the origin sits on parent
and one lifted along Z rises along the parent's normal.
The parent frame and the child frame given in its coordinates
The child frame in world coordinates
Places frames given in one parent frame's coordinates into the world, as frameToWorld
places one: every child sits on parent as it would sit on the world.
The parent frame and the frames given in its coordinates
The frames in world coordinates, in the same order
Describes a frame given in world coordinates in another frame's coordinates, the reverse of
frameToWorld.
The result is where child sits and how it turns as seen from parent, as if parent were
the world.
The parent frame and the child frame in world coordinates
The child frame in the parent's coordinates
Describes frames given in world coordinates in one parent frame's coordinates, the reverse
of framesToWorld, as frameToLocal describes one.
The parent frame and the frames in world coordinates
The frames in the parent's coordinates, in the same order
Gives the transformation that moves anything from the world frame onto a frame.
It takes the world origin to the frame's origin and the world axes to the frame's axes, and comes as a list holding one matrix, the form every transformation input takes.
The frame
The transformation onto the frame
Reads the frame a transformation puts the world frame on: where it moves the world origin and where it turns the world X and Z axes.
Scaling is dropped, a shear keeps the Z axis and squares X to it, and a mirror keeps X and Z with the Y axis that follows from them. A perspective part throws.
The transformation
A new frame
Gives the transformation that carries anything placed on one frame onto another, turning it the same way.
Left out, from is the world frame, which makes this toMatrix of to. The result is a list
holding one matrix.
The transformation from from onto to
Lays out a rectangular grid of frames in a frame's plane, each turned the same way as that frame.
The frames come row by row, along X first. Left out, frame is the world frame, so the grid
lies in the XY plane.
The frame to follow, the counts and spacings, and whether to center the grid
The frames of the grid
Lays out a ring of frames around a frame's normal, in its plane.
Each is frame turned by its angle about the normal and moved out by radius along its
turned X axis. A full turn spaces them evenly, a smaller angle puts one at each end, and a
larger one throws. Left out, frame is the world frame.
The frame to turn around, the count, radius, angles and whether frames turn
The frames of the ring, in the direction of the angle
Lays out a honeycomb of frames in a frame's plane, one at each hexagon's center, turned as that frame is.
The hexagons have corners toward the frame's Y axis and flat sides toward X. Rows run along X,
every second shifted by half a hexagon, and frames come row by row. Left out, frame is the
world frame.
The frame to follow, the counts, the hexagon size and whether to center it
The frames of the honeycomb
Frames: a frame is a point with three axes at right angles, written as its
origin, itsnormal(the Z axis) and itsdirection(the X axis), the Y axis following from those two. Frames place things: a shape lands on one, points convert between one and the world, and frame patterns lay out copies. Every method returns new values and never changes its inputs.