triangle Element Reference

2D symmetric triangle filter (aka linear / tent filter) More...

Inheritance diagram for triangle:

shape filter

List of all members.

Attributes

ureal_t support
 Size of symmetric filter in pixels.
vector9 vertices
 Triangle vertices.
vector9 normals
 Per-vertex triangle normals.
vector6 uvs
 Per-vertex UV texture coordinates.


Detailed Description

2D symmetric triangle filter (aka linear / tent filter)

Creates a single triangle.

Note:
triangle corresponds to the underlying Milton class 'TriangleFilter.'

If you do not specify vertices for the triangle, it will lie in the y=0 plane, with normal [ 0, 1, 0 ].

triangle corresponds to the underlying Milton class 'Triangle.'

Example usage:

"triangle" : {
"vertices" : [
4, -2.70651, 0.256,
4, -2.08375, -0.526323,
-4, -2.08375, -0.526323 ],
},

Attribute Documentation

Size of symmetric filter in pixels.

typepositive real scalar
optionaltrue
default2
unitspixels

Triangle vertices.

Expects 9 scalar values: [ vAx, vAy, vAz, vBx, vBy, vBz, vCx, vCy, vCz ], where A, B, and C denote the first, second and third vertices respectively and vAx, vAy, vAz denotes their respective x, y, and z components.

typevector9
optionaltrue
default[ 0, 0, 0, 0, 0, 0.5, 0.5, 0, 0 ]

Per-vertex triangle normals.

Expects 9 scalar values: [ nAx, nAy, nAz, nBx, nBy, nBz, nCx, nCy, nCz ], where A, B, and C denote the first, second and third vertices respectively and nAx, nAy, nAz denotes their respective x, y, and z components.

Note:
If no normals are specified, the geometric normal will be used as the counter-clockwise cross-product of the triangle vertices.
typevector9
optionaltrue

vector6 triangle::uvs

Per-vertex UV texture coordinates.

Expects 6 scalar values: [ Au, Av, Bu, Bv, Cu, Cv ], where A, B, and C denote the first, second and third vertices respectively and Au, Av denotes their respective u, v texture coordinates.

Note:
If no uvs are specified, sensible defaults will be used.
typevector6
optionaltrue


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