three_dart/three3d/extras/index
library
Properties
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COMMA
↔ num
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getter/setter pair
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DEGS_TO_RADS
↔ double
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getter/setter pair
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DIGIT_0
↔ num
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getter/setter pair
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DIGIT_9
↔ num
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getter/setter pair
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getter/setter pair
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LOD_MIN
↔ int
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This class generates a Prefiltered, Mipmapped Radiance Environment Map
(PMREM) from a cubeMap environment texture. This allows different levels of
blur to be quickly accessed based on material roughness. It is packed into a
special CubeUV format that allows us to perform custom interpolation so that
we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
chain, it only goes down to the LOD_MIN level (above), and then creates extra
even more filtered 'mips' at the same LOD_MIN resolution, associated with
higher roughness levels. In this way we maintain resolution to smoothly
interpolate diffuse lighting while limiting sampling computation.
getter/setter pair
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MINUS
↔ num
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getter/setter pair
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PERIOD
↔ num
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getter/setter pair
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px
↔ CubicPoly
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getter/setter pair
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py
↔ CubicPoly
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getter/setter pair
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pz
↔ CubicPoly
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getter/setter pair
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SPACE
↔ num
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getter/setter pair
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tmp
↔ Vector3
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getter/setter pair
Functions
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addContour(dynamic vertices, dynamic contour)
→ dynamic
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area(dynamic p, dynamic q, dynamic r)
→ dynamic
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CatmullRom(dynamic t, dynamic p0, dynamic p1, dynamic p2, dynamic p3)
→ dynamic
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Bezier Curves formulas obtained from
http://en.wikipedia.org/wiki/Bézier_curve
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compareX(dynamic a, dynamic b)
→ int
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CubicBezier(dynamic t, dynamic p0, dynamic p1, dynamic p2, dynamic p3)
→ dynamic
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CubicBezierP0(dynamic t, dynamic p)
→ dynamic
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CubicBezierP1(dynamic t, dynamic p)
→ dynamic
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CubicBezierP2(dynamic t, dynamic p)
→ dynamic
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CubicBezierP3(dynamic t, dynamic p)
→ dynamic
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cureLocalIntersections(dynamic start, dynamic triangles, dynamic dim)
→ dynamic
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earcutLinked(Node? ear, dynamic triangles, dynamic dim, dynamic minX, dynamic minY, num? invSize, num? pass)
→ dynamic
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eliminateHole(dynamic hole, dynamic outerNode)
→ dynamic
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eliminateHoles(dynamic data, dynamic holeIndices, dynamic outerNode, dynamic dim)
→ dynamic
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equals(dynamic p1, dynamic p2)
→ dynamic
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filterPoints(dynamic start, dynamic end)
→ dynamic
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findHoleBridge(dynamic hole, dynamic outerNode)
→ dynamic
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getLeftmost(dynamic start)
→ dynamic
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indexCurve(Node start, dynamic minX, dynamic minY, dynamic invSize)
→ dynamic
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insertNode(dynamic i, dynamic x, dynamic y, dynamic last)
→ dynamic
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intersects(dynamic p1, dynamic q1, dynamic p2, dynamic q2)
→ dynamic
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intersectsPolygon(dynamic a, dynamic b)
→ dynamic
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isEar(dynamic ear)
→ dynamic
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isEarHashed(dynamic ear, dynamic minX, dynamic minY, dynamic invSize)
→ dynamic
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isValidDiagonal(dynamic a, dynamic b)
→ dynamic
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linkedList(dynamic data, dynamic start, dynamic end, dynamic dim, dynamic clockwise)
→ dynamic
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locallyInside(dynamic a, dynamic b)
→ dynamic
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middleInside(dynamic a, dynamic b)
→ dynamic
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onSegment(dynamic p, dynamic q, dynamic r)
→ dynamic
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pointInTriangle(dynamic ax, dynamic ay, dynamic bx, dynamic by, dynamic cx, dynamic cy, dynamic px, dynamic py)
→ dynamic
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QuadraticBezier(dynamic t, dynamic p0, dynamic p1, dynamic p2)
→ dynamic
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QuadraticBezierP0(dynamic t, dynamic p)
→ dynamic
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QuadraticBezierP1(dynamic t, dynamic p)
→ dynamic
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QuadraticBezierP2(dynamic t, dynamic p)
→ dynamic
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removeDupEndPts(dynamic points)
→ dynamic
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removeNode(dynamic p)
→ dynamic
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sectorContainsSector(dynamic m, dynamic p)
→ dynamic
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sign(num num)
→ int
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signedArea(dynamic data, dynamic start, dynamic end, dynamic dim)
→ dynamic
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sortLinked(dynamic list)
→ dynamic
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splitEarcut(dynamic start, dynamic triangles, dynamic dim, dynamic minX, dynamic minY, dynamic invSize)
→ dynamic
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splitPolygon(dynamic a, dynamic b)
→ dynamic
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zOrder(num x0, num y0, num minX, num minY, num invSize)
→ dynamic
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