List of utility methods to do Cube
double | cube(double d) cube return d * d * d;
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double | cube(double value) Returns the cube of a value. return value * value * value;
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int | cube(int a) cube return a * a * a;
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int | cube(int value) cube return value * value * value;
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byte[][] | cube2rect(byte[][][] cube) cuberect int zSize = cube.length; byte[][] rect = new byte[zSize][cube[0].length * cube[0][0].length]; for (int z = 0; z < zSize; z++) { rect[z] = square2array(cube[z]); return rect; |
double | cubed(final int input) Cubes the specified number. return Math.pow(input, 3);
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boolean | cubeIntersectsSphere(int x1, int y1, int z1, int x2, int y2, int z2, int sX, int sY, int sZ, int radius) Checks if the cube intersects the sphere. double d = radius * radius; if (sX < x1) { d -= Math.pow(sX - x1, 2); } else if (sX > x2) { d -= Math.pow(sX - x2, 2); if (sY < y1) { d -= Math.pow(sY - y1, 2); ... |
float[] | cubeTextureArray(float x0, float y0, float x1, float y1) A GL_QUAD compatible array of texture coordinates. float[] tex = new float[] { x0, y0, x1, y0, x1, y1, x0, y1 }; return makeBigArray(tex, 6); |
float[] | cubeTextureFace(float x0, float y0, float x1, float y1) cube Texture Face return new float[] { x0, y0, x1, y0, x1, y1, x0, y1 }; |
float[] | cubeToBounds(float[] target, float x, float y, float z, float w, float d, float h) Converts a cuboid like bounding box to an actual bounding box. assert target.length == 6; target[0] = x; target[1] = y; target[2] = z; target[3] = x + w; target[4] = y + d; target[5] = z + h; return target; ... |