Create points a regular polygon.
Can return either:
number> - interlaced points of triangles used to a polygon fillCreate a solid regular polygon line.
Can return either:
number> - interlaced points of triangles used to draw a polygon lineReturn points of a cone.
The points can either represent the triangles that make up each face, or represent the start and end points lines that are the edges of each face of the cone.
If the points represent triangles, then a second array of normal vectors for each point will be available.
[Array<Point>, Array<Point>] — an array of points and normals. If the points represent lines, then the array of normals will be empty.
Return points of a cube.
The points can either represent the triangles that make up each face, or represent the start and end points lines that are the edges of the cube.
If the points represent triangles, then a second array of normal vectors for each point will be available.
cube options
[Array<Point>, Array<Point>] — an array of points and normals. If the points represent lines, then the array of normals will be empty.
Return points of a 3D line with optional arrows.
The points can either represent the triangles that make up each face, or represent the start and end points of lines that are the edges of each face of the shape.
If the points represent triangles, then a second array of normal vectors for each point will be available.
line options
[Array<Point>, Array<Point>] — an array of points and normals. If the points represent lines, then the array of normals will be empty.
Return points of a prism.
The points can either represent the triangles that make up each base, or represent the start and end points lines that are the edges of the prism.
If the points represent triangles, then a second array of normal vectors for each point will be available.
cube options
[Array<Point>, Array<Point>] — an array of points and normals. If the points represent lines, then the array of normals will be empty.
Return points of a 3D surface created by revolving (or radially sweeping) a 2D profile around an axis.
The points can either represent the triangles that make up each face, or represent the start and end points lines that are the edges of each face of the cone.
If the points represent triangles, then a second array of normal vectors for each point will be available.
A profile is defined in the XY plane, and then revolved around the x axis.
The resulting points can oriented and positioned by defining a axis and position. The axis directs the x axis (around which the profile was rotated) to any direction. The position then offsets the transformed points in 3D space, there the original (0, 0, [0]) point is translated to (position.x, position.y, position.z)
All profile points must have a y value that is not 0, with the exceptions of the ends which can be 0.
[Array<Point>, Array<Point>] — an array of points and normals. If the points represent lines, then the array of normals will be empty.
Return points of a sphere.
The points can either represent the triangles that make up each face, or represent the start and end points lines that are the edges of each face of the sphere.
If the points represent triangles, then a second array of normal vectors for each point will be available.
sphere options
[Array<Point>, Array<Point>] — an array of points and normals. If the points represent lines, then the array of normals will be empty.
Return points of a 3D surface. A 3D surface is defined by a 2D matrix of points (a grid).
The points can either represent the triangles that make up each face, or represent the start and end points lines that are the edges of each face of the cone.
If the points represent triangles, then a second array of normal vectors for each point will be available.
cone options