/** * @param z the z-coordinate of the vertex */ public void curveVertex(float x, float y, float z) { if (recorder != null) recorder.curveVertex(x, y, z); g.curveVertex(x, y, z); }
/** * * @param x double * @param y double * @param z double */ @Override public void curveVertex(double x, double y, double z) { g.curveVertex((float) x, (float) y, (float) z); } }
/** * * @param x double * @param y double */ @Override public void curveVertex(double x, double y) { g.curveVertex((float) x, (float) y); }
public void curveVertex(float x, float y) { g.curveVertex(x, y); }
public void curveVertex(float x, float y, float z) { g.curveVertex(x, y, z); }
public void curve(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4) { beginShape(); curveVertex(x1, y1, z1); curveVertex(x2, y2, z2); curveVertex(x3, y3, z3); curveVertex(x4, y4, z4); endShape(); }
if (recorder != null) recorder.curveVertex(x, y); g.curveVertex(x, y);
/** * @param z1 coordinates for the beginning control point * @param z2 coordinates for the first point * @param z3 coordinates for the second point * @param z4 coordinates for the ending control point */ public void curve(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4) { beginShape(); curveVertex(x1, y1, z1); curveVertex(x2, y2, z2); curveVertex(x3, y3, z3); curveVertex(x4, y4, z4); endShape(); }
/** * Draws a segment of Catmull-Rom curve. * <P> * As of 0070, this function no longer doubles the first and * last points. The curves are a bit more boring, but it's more * mathematically correct, and properly mirrored in curvePoint(). * <P> * Identical to typing out:<PRE> * beginShape(); * curveVertex(x1, y1); * curveVertex(x2, y2); * curveVertex(x3, y3); * curveVertex(x4, y4); * endShape(); * </PRE> */ public void curve(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) { beginShape(); curveVertex(x1, y1); curveVertex(x2, y2); curveVertex(x3, y3); curveVertex(x4, y4); endShape(); }
float x4, float y4) { beginShape(); curveVertex(x1, y1); curveVertex(x2, y2); curveVertex(x3, y3); curveVertex(x4, y4); endShape();
g.curveVertex(vertices[index][X], vertices[index][Y]); index++; break; g.curveVertex(vertices[index][X], vertices[index][Y], vertices[index][Z]); index++; break;
g.curveVertex(vertices[index][X], vertices[index][Y]); index++; break; g.curveVertex(vertices[index][X], vertices[index][Y], vertices[index][Z]); index++; break;