three3d/extras/index library

Properties

comma num
getter/setter pair
degsToRads double
getter/setter pair
digit0 num
getter/setter pair
digit9 num
getter/setter pair
extraLodSigma List<double>
getter/setter pair
lodMin int
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
minus num
getter/setter pair
period num
getter/setter pair
px CubicPoly
getter/setter pair
py CubicPoly
getter/setter pair
pz CubicPoly
getter/setter pair
space num
getter/setter pair
tmp Vector3
getter/setter pair

Functions

addContour(dynamic vertices, dynamic contour) → dynamic
area(dynamic p, dynamic q, dynamic r) → dynamic
catmullRom(dynamic t, dynamic p0, dynamic p1, dynamic p2, dynamic p3) num
Bezier Curves formulas obtained from http://en.wikipedia.org/wiki/Bézier_curve
compareX(dynamic a, dynamic b) int
cubicBezier(dynamic t, dynamic p0, dynamic p1, dynamic p2, dynamic p3) → dynamic
cubicBezierP0(dynamic t, dynamic p) → dynamic
cubicBezierP1(dynamic t, dynamic p) → dynamic
cubicBezierP2(dynamic t, dynamic p) → dynamic
cubicBezierP3(dynamic t, dynamic p) → dynamic
cureLocalIntersections(dynamic start, dynamic triangles, dynamic dim) → dynamic
earcutLinked(Node? ear, dynamic triangles, dynamic dim, dynamic minX, dynamic minY, num? invSize, num? pass) → dynamic
eliminateHole(dynamic hole, dynamic outerNode) → dynamic
eliminateHoles(dynamic data, dynamic holeIndices, dynamic outerNode, dynamic dim) → dynamic
equals(dynamic p1, dynamic p2) → dynamic
filterPoints(dynamic start, dynamic end) → dynamic
findHoleBridge(dynamic hole, dynamic outerNode) → dynamic
getLeftmost(dynamic start) → dynamic
indexCurve(Node start, dynamic minX, dynamic minY, dynamic invSize) → dynamic
insertNode(dynamic i, dynamic x, dynamic y, dynamic last) → dynamic
intersects(dynamic p1, dynamic q1, dynamic p2, dynamic q2) → dynamic
intersectsPolygon(dynamic a, dynamic b) → dynamic
isEar(dynamic ear) → dynamic
isEarHashed(dynamic ear, dynamic minX, dynamic minY, dynamic invSize) → dynamic
isValidDiagonal(dynamic a, dynamic b) → dynamic
linkedList(dynamic data, dynamic start, dynamic end, dynamic dim, dynamic clockwise) → dynamic
locallyInside(dynamic a, dynamic b) → dynamic
middleInside(dynamic a, dynamic b) → dynamic
onSegment(dynamic p, dynamic q, dynamic r) → dynamic
pointInTriangle(dynamic ax, dynamic ay, dynamic bx, dynamic by, dynamic cx, dynamic cy, dynamic px, dynamic py) → dynamic
quadraticBezier(dynamic t, dynamic p0, dynamic p1, dynamic p2) → dynamic
quadraticBezierP0(double t, double p) double
quadraticBezierP1(dynamic t, dynamic p) → dynamic
quadraticBezierP2(dynamic t, dynamic p) → dynamic
removeDupEndPts(dynamic points) → dynamic
removeNode(dynamic p) → dynamic
sectorContainsSector(dynamic m, dynamic p) → dynamic
sign(num num) int
signedArea(dynamic data, dynamic start, dynamic end, dynamic dim) → dynamic
sortLinked(dynamic list) → dynamic
splitEarcut(dynamic start, dynamic triangles, dynamic dim, dynamic minX, dynamic minY, dynamic invSize) → dynamic
splitPolygon(dynamic a, dynamic b) → dynamic
zOrder(num x0, num y0, num minX, num minY, num invSize) → dynamic