Applies a 4x4 matrix to a solid.
The matrix is column-major, 16 numbers with the translation at indexes 12 to 14; the kernel reads it as a 3x4 affine transform and ignores the last row.
The solid and the matrix
The transformed solid
Applies a list of 4x4 matrices to a solid one after another, first to last, and returns the final result.
An empty list throws an error.
The solid and the matrices
The solid after all the matrices
Makes one moved copy of a solid per vector, for laying out repeats.
The solid and the vectors to move copies by
One moved copy per vector, in the same order
Scales a solid by a separate factor along X, Y and Z, about the origin.
The solid and the three factors
The scaled solid
Scales a solid by a factor per axis, about the origin; it takes the same inputs as scale3D,
so use equal factors for a uniform scale.
The solid and the three factors
The scaled solid
Mirrors a solid across the plane through the origin with the given normal.
A zero-length normal gives an empty solid.
The solid and the normal of the mirror plane
The mirrored solid
Moves a solid by a vector, in model units.
The solid and the vector to move it by
The moved solid
Moves a solid by separate distances along X, Y and Z, in model units.
The solid and the three distances
The moved solid
Rotates a solid about the origin by Euler angles in degrees: first about X, then Y, then Z.
Multiples of 90 degrees are exact, with no rounding error.
The solid and the three angles in degrees
The rotated solid
Rotates a solid about the origin by separate angles in degrees about X, then Y, then Z.
Multiples of 90 degrees are exact, with no rounding error.
The solid and the three angles in degrees
The rotated solid
Moves every vertex of a solid with a function of your own that changes the vertex position in place, for bends, tapers and other free deformations.
The mesh connectivity stays the same and nothing checks that the result still makes sense, so a function that folds the surface through itself gives a broken solid.
The solid and the function that moves each vertex
The warped solid
Moving, turning, scaling, mirroring and warping Manifold solids. The kernel combines transforms lazily, so chaining them is cheap; angles are in degrees, and rotations turn about the origin, X first, then Y, then Z. Every method returns a new solid.