All Classes and Interfaces
Class
Description
A composite shape that groups multiple sub-shapes into a single logical unit.
Base class for shapes defined by a list of vertex coordinates.
Base class for all renderable shapes in the Aukio 3D engine.
Optional distance haze ("atmospheric perspective"): geometry fades
toward the sky color as camera-space depth grows, factor
f = 1 - exp(-depth / scale).Shared user configuration for the whole Aukio family (engine, workspace
app, environments), stored as a single YAML file.
A billboard: a texture that always faces the viewer.
A 3D axis-aligned bounding box defined by two corner points.
A Binary Space Partitioning (BSP) tree for CSG operations.
Writes a self-contained bug report directory the user can point a
developer (or an AI assistant) at.
Represents the viewer's camera in the 3D world, with position, orientation, and movement.
Represents camera view.
A character in a text editor.
RGBA color representation for the Aukio 3D engine.
Pure CSG (Constructive Solid Geometry) boolean engine: union, subtract
and intersect over lists of
SolidPolygons, built on BSP tree
clip/invert sequences.Statistics for frustum culling, tracking composite-level culling efficiency.
Circular buffer for debug log messages.
Per-ViewPanel developer tools that control diagnostic features.
Developer tools panel for toggling diagnostic features and viewing logs.
Facade that wires up Aukio diagnostics: persistent rolling log plus the
periodic telemetry line.
Diamond-square algorithm for procedural noise generation.
User configuration for Aukio 3D engine settings.
A text label rendered as a billboard texture that always faces the camera.
Listener interface for per-frame callbacks before the 3D scene is rendered.
View frustum for frustum culling - eliminates objects outside the camera's view.
Optional provider of global-illumination data for
LightingManager.CPU global illumination baked in strict bounce generations, running on
dedicated low-priority threads (never on the render ForkJoinPool).
Status snapshot for the developer-tools GI row (also handy in
logs).
A glowing 3D point rendered with a circular gradient texture.
Golden-image comparison: render a scene, compare against a committed
reference PNG, fail when the picture drifts.
Outcome of one comparison.
A 2D graph visualization rendered in 3D space.
A 2D grid of line segments lying in the XY plane (Z = 0 in local space).
A 3D grid of line segments filling a rectangular volume defined by two
diagonally opposite corner points.
Base class for interactive GUI components rendered in 3D space.
Applies head orientation from XR glasses to the camera, every frame:
turn your head left and the view pans left, look up and the view
tilts up.
Head orientation tracker built on the RayNeo glasses IMU.
Hot-plug manager for XR glasses head tracking.
Hierarchical depth pyramid for whole-block occlusion culling
(Hi-Z).
Manages mouse and keyboard input for the 3D view.
Point in 3D space with integer coordinates.
Manages keyboard focus for interactive 3D components.
Utility class providing keyboard key code constants and modifier detection methods.
This is the process:
Manages light sources in the scene and calculates lighting for polygons.
Per-triangle lightmap: a small generated texture whose texels map onto the
triangle surface.
Composite shape whose solid polygons can render as lightmapped
triangles for the global illumination system.
A shape carrying a
Lightmap.A textured triangle whose texture is a GI-generated lightmap composite
(baseColor x lighting).
Represents light source.
Represents a light source in the 3D scene with position, color, and intensity.
A visual marker that indicates a light source position in the 3D scene.
A 3D line segment with perspective-correct width and alpha blending.
Factory for creating Line objects with consistent appearance settings.
Interpolates between two points along a line for scanline rendering.
Interpolates the x coordinate along a 2D line edge for scanline-based polygon rasterization.
A look and feel of a text editor.
A 3x3 matrix for 3D transformations.
Represents mouse event.
Interface that allows to handle mouse events.
Loader for Wavefront OBJ geometry files (with MTL material libraries).
A single material from a Wavefront MTL library.
A 3D model loaded from a Wavefront OBJ file, as a composite of
solid polygons (one
SolidPolygon per OBJ face, colored by the
face's usemtl material).Sparse voxel octree for 3D volume storage and ray tracing.
A page in a text editor.
Coordinates the non-blocking parallel transform fork for one frame.
Persistent rolling log: tees
System.out and System.err
into a log file on disk so a hung or crashed session still leaves its
full output behind.Border interpolator carrying perspective-corrected texture gradients.
Pixel-level assertions for headless render verification.
Represents an infinite plane in 3D space using the Hesse normal form.
A mutable 2D point or vector with double-precision coordinates.
A mutable 3D point or vector with double-precision coordinates.
Utility class for polygon operations, primarily point-in-polygon testing.
Interpolator for textured polygon edges with perspective correction.
Classification of a polygon's position relative to a plane.
A unit quaternion representing a 3D rotation.
Represents a ray used for tracing through an
OctreeVolume.Raw HID transport for RayNeo AR glasses (T&A Mobile Phones,
VID 1BBB, PID AF50) via Linux hidraw.
Ray tracing engine for rendering
OctreeVolume scenes onto a Texture.Raytracing camera that renders a scene to a texture.
A 2D axis-aligned rectangle defined by two corner points.
Collects transformed shapes during a render frame and paints them in depth-sorted order.
Contains all state needed to render a single frame: the pixel buffer, graphics context,
screen dimensions, and mouse event tracking.
Text dump of everything that determines what a frame looks like: shape
counts, lights, camera pose, GI status.
Per-glyph signed distance field (SDF) cache for sharp text rendering.
A view of a RenderingContext for rendering a horizontal screen segment.
Root container that holds all 3D shapes in a scene and orchestrates their rendering.
One-call facade for rendering a scene to an image without a window.
A solid-color convex polygon renderer supporting N vertices (N >= 3).
A 3D arrow shape composed of a cylindrical body and a conical tip.
A solid cone that can be oriented in any direction.
A solid cube centered at a given point with equal side length along all axes.
A solid cylinder defined by two end points.
A solid square-based pyramid that can be oriented in any direction.
A solid (filled) rectangular box composed of 6 quadrilateral polygons (1 per face,
covering all 6 faces).
A solid sphere composed of triangular polygons.
Applies 3Dconnexion 6DOF input to the camera, every frame (any
model supported by
SpaceNavigatorHid — they share raw axis
conventions):
push/pull/slide the cap → camera moves DIRECTLY, proportional
to deflection (the cap senses pressure, unlike a keyboard):
velocity = deflection × top speed, applied to the camera
position every frame.Hot-plug manager for 3Dconnexion 6DOF mice (SpaceNavigator over USB,
SpaceMouse Wireless over Bluetooth — see
SpaceNavigatorHid.Model).HID transport for 3Dconnexion 6DOF mice, read via the Linux hidraw
interface using JNA — same approach as the RayNeo glasses transport.
A supported 3Dconnexion device.
Identifies which eye is being rendered in stereoscopic mode.
Wrapper around an
AbstractShape within an AbstractCompositeShape,
adding group membership and visibility control.Periodic telemetry line written to the persistent log: heap usage plus
whatever counters registered subsystems report (streaming caches,
loaded cells, queue depths, measured FPS...).
A text rendering surface in 3D space that displays a grid of characters.
A full-featured text editor component rendered in 3D space.
Represents a single line of text in the text editor.
A pointer to a character in a text using row and column.
Represents a 2D texture with mipmap support for level-of-detail rendering.
A helper class that accumulates color values for a given area of a bitmap.
Represents a single resolution level of a texture as a raw int array.
A rectangular shape with texture mapping, composed of two textured triangles.
A textured triangle renderer with perspective-correct texture mapping.
Factory class for generating reusable textures with configurable borders and glow effects.
Low-overhead recorder of per-thread work intervals for the thread
timeline display in the Developer Tools window.
Per-thread activity timeline for the Developer Tools window — the
software-renderer equivalent of a GPU frame profiler's occupancy view.
Represents a transformation in 3D space combining uniform scale, rotation,
and translation (a similarity transform).
Stack of transforms applied to points during rendering.
Bounding volume hierarchy over world-space triangles for fast ray queries.
One ray-traced triangle with cached data.
Nearest-hit query result.
A block of textured triangles stored as flat primitive arrays
(struct-of-arrays) instead of one object graph per triangle.
A vertex in 3D space with transformation and screen projection support.
Convenience window (JFrame) that creates and hosts a
ViewPanel for 3D rendering.AWT Canvas that provides a 3D rendering surface with built-in camera navigation.
Tracks an object's position in view/camera space for distance and angle calculations.
A 3D wireframe arrow shape composed of a cylindrical body and a conical tip.
A wireframe box (rectangular parallelepiped) composed of 12 line segments
representing the edges of the box.
A wireframe cone that can be oriented in any direction.
A wireframe cube (equal-length sides) centered at a given point in 3D space.
A wireframe cylinder defined by two end points.
A wireframe square-based pyramid that can be oriented in any direction.
A wireframe sphere approximation built from rings of connected line segments.
Default keyboard input handler that translates arrow key presses into camera (avatar)
movement through the 3D world.