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 Sixth 3D engine.
A billboard: a texture that always faces the viewer.
A 3D axis-aligned bounding box defined by two corner points.
Composite shape whose polygons are ordered by a Binary Space Partitioning tree instead of the global average-Z sort.
A Binary Space Partitioning (BSP) tree for CSG operations.
Represents the viewer's camera in the 3D world, with position, orientation, and movement.
Represents camera view.
A character in a text editor.
A circle in 2D space defined by a center point and radius.
RGBA color representation for the Sixth 3D engine.
I have Space Mouse Compact 3D Connexion mouse: https://3dconnexion.com/us/product/spacemouse-compact/ I discovered that it is possible to read raw data from it by reading /dev/hidraw4 file.
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.
Diamond-square algorithm for procedural noise generation.
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.
Progressive CPU global illumination, running on dedicated low-priority threads (never on the render ForkJoinPool).
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.
Manages mouse and keyboard input for the 3D view.
Point in 3D space with integer coordinates.
Manages a stack-based keyboard focus system for interactive 3D components.
Utility class providing keyboard key code constants and modifier detection methods.
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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.
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.
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.
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.
Records the result of a ray-octree intersection test.
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 renderable mesh composed of SolidPolygon triangles.
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.
Identifies which eye is being rendered in stereoscopic mode.
Wrapper around an AbstractShape within an AbstractCompositeShape, adding group membership and visibility control.
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 translation and rotation.
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 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.
Timer task that updates view.
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 freeform polyline drawing tool that connects sequential points with line segments.
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.