three_dart_jsm/index library

Classes

AfterimagePass
AnimationParser
ArcballControls
@param {Camera} camera Virtual camera used in the scene @param {HTMLElement} domElement Renderer's dom element @param {Scene} scene The scene to be rendered
BinaryParser
BinaryReader
BloomPass
BoxGeometry
BufferGeometryUtils
Capsule
CircleGeometry
ClearMaskPass
ConvexGeometry
CylinderGeometry
DirectGeometry
DodecahedronGeometry
DotScreenPass
DragControls
EffectComposer
ExtrudeGeometry
Creates extruded geometry from a path shape.
Face3
FBXLoader
FBXTree
FBXTreeParser
FilmPass
Flow
A helper class for making meshes bend aroudn curves
FullScreenQuad
Geometry
GeometryParser
GeometryUtils
GlitchPass
GLTFBinaryExtension
GLTFCubicSplineInterpolant
GLTFDracoMeshCompressionExtension
DRACO Mesh Compression Extension
GLTFExtension
GLTFLightsExtension
Punctual Lights Extension
GLTFLoader
GLTFMaterialsClearcoatExtension
Clearcoat Materials Extension
GLTFMaterialsIorExtension
Materials ior Extension
GLTFMaterialsPbrSpecularGlossinessExtension
GLTFMaterialsSheenExtension
Sheen Materials Extension
GLTFMaterialsSpecularExtension
Materials specular Extension
GLTFMaterialsTransmissionExtension
Transmission Materials Extension
GLTFMaterialsUnlitExtension
Unlit Materials Extension
GLTFMaterialsVolumeExtension
Materials Volume Extension
GLTFMeshoptCompression
meshopt BufferView Compression Extension
GLTFMeshQuantizationExtension
Mesh Quantization Extension
GLTFMeshStandardSGMaterial
A sub class of StandardMaterial with some of the functionality changed via the onBeforeCompile callback @pailhead
GLTFParser
GLTFRegistry
GLTFTextureBasisUExtension
BasisU Texture Extension
GLTFTextureDDSExtension
DDS Texture Extension
GLTFTextureTransformExtension
Texture Transform Extension
GLTFTextureWebPExtension
WebP Texture Extension
GLTypeData
IcosahedronGeometry
INPUT
InstancedFlow
A helper class for creating instanced versions of flow, where the instances are placed on the curve.
keys
Line2
LineGeometry
LineMaterial
LineSegments2
LineSegmentsGeometry
LUTCubeLoader
LUTPass
MapControls
MaskPass
MaterialCreator
Create a new MTLLoader.MaterialCreator @param baseUrl - Url relative to which textures are loaded @param options - Set of options on how to construct the materials side: Which side to apply the material FrontSide (default), THREE.BackSide, THREE.DoubleSide wrap: What type of wrapping to apply for textures RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping normalizeRGB: RGBs need to be normalized to 0-1 from 0-255 Default: false, assumed to be already normalized ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's Default: false @constructor
MeshSurfaceSampler
Utility class for sampling weighted random points on the surface of a mesh.
MorphColor
MorphNormals
MorphTarget
MTLLoader
Loads a Wavefront .mtl file specifying materials
OBB
OBBC
OBJLoader
Octree
OctreeData
OctreeHelper
OctreeRay
OrbitControls
ParserState
ParseStateMaterial
ParseStateObject
Pass
PATH_PROPERTIES
PlaneGeometry
Pointer
PointerLockControls
RectAreaLightHelper
This helper must be added as a child of the light
RenderPass
RGBELoader
RoomEnvironment
ShaderPass
ShaderPasses
ShadowMapViewer
This is a helper for visualising a given light's shadow map. It works for shadow casting lights: DirectionalLight and SpotLight. It renders out the shadow map and displays it on a HUD.
SkeletonUtils
SSAARenderPass
Supersample Anti-Aliasing Render Pass
STATE
STATE2
TessellateModifier
Break faces with edges longer than maxEdgeLength
TextGeometry
Text = 3D Text
TextParser
TexturePass
TrackballControls
TransformControls
TransformControlsGizmo
TransformControlsPlane
TTFLoader
Requires opentype.js to be included in the project. Loads TTF files and converts them into typeface JSON that can be used directly to create THREE.Font objects.
TypedKeyframeTrack
TYPRLoader
Requires opentype.js to be included in the project. Loads TTF files and converts them into typeface JSON that can be used directly to create THREE.Font objects.
UnrealBloomPass
UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a mip map chain of bloom textures and blurs them with different radii. Because of the weighted combination of mips, and because larger blurs are done on higher mips, this effect provides good quality and performance.
VertexNormalsHelper
VertexTangentsHelper

Properties

a OBBC
getter/setter pair
aabb ↔ Box3
getter/setter pair
AbsR List<List>
getter/setter pair
addPrimitiveAttributes Function
@param {BufferGeometry} geometry @param {GLTF.Primitive} primitiveDef @param {GLTFParser} parser @return {Promise
getter/setter pair
addUnknownExtensionsToUserData Function
getter/setter pair
AfterimageShader Map<String, Object>
Afterimage shader I created this effect inspired by a demo on codepen: https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&
getter/setter pair
ALPHA_MODES Map<String, String>
getter/setter pair
assignExtrasToUserData Function
@param {Object3D|Material|BufferGeometry} object @param {GLTF.definition} gltfDef
getter/setter pair
ATTRIBUTES Map<String, String>
getter/setter pair
b OBBC
getter/setter pair
BINARY_EXTENSION_CHUNK_TYPES Map<String, int>
getter/setter pair
BINARY_EXTENSION_HEADER_LENGTH int
getter/setter pair
BINARY_EXTENSION_HEADER_MAGIC String
getter/setter pair
BleachBypassShader Map<String, Object>
Bleach bypass shader http://en.wikipedia.org/wiki/Bleach_bypass
getter/setter pair
CHANNELS int
getter/setter pair
closestPoint ↔ Vector3
getter/setter pair
computeBounds Function
@param {BufferGeometry} geometry @param {GLTF.Primitive} primitiveDef @param {GLTFParser} parser
getter/setter pair
connections Map
getter/setter pair
ConvolutionShader Map
Convolution shader ported from o3d sample to WebGL / GLSL http://o3d.googlecode.com/svn/trunk/samples/convolution.html
getter/setter pair
ConvolutionShader_buildKernel Function
getter/setter pair
CopyShader Map<String, dynamic>
Full-screen textured quad shader
getter/setter pair
createAreaLightMaterial Function
getter/setter pair
createAttributesKey Function
getter/setter pair
createDefaultMaterial Function
Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material
getter/setter pair
createPrimitiveKey Function
getter/setter pair
dataArray List
getter/setter pair
DigitalGlitch Map<String, dynamic>
RGB Shift Shader Shifts red and blue channels from center in opposite directions Ported from http://kriss.cx/tom/2009/05/rgb-shift/ by Tom Butterworth / http://kriss.cx/tom/
getter/setter pair
DotScreenShader Map<String, dynamic>
Dot screen shader based on glfx.js sepia shader https://github.com/evanw/glfx.js
getter/setter pair
EXTENSIONS Map<String, String>
getter/setter pair
fbxTree FBXTree
Loader loads FBX file and generates Group representing FBX scene. Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format Versions lower than this may load but will probably have errors
getter/setter pair
FilmShader Map<String, dynamic>
Film grain & scanlines shader
getter/setter pair
FXAAShader Map<String, dynamic>
NVIDIA FXAA by Timothy Lottes http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
getter/setter pair
GammaCorrectionShader Map<String, Object>
Gamma Correction Shader http://en.wikipedia.org/wiki/gamma_correction
getter/setter pair
HorizontalBlurShader Map<String, dynamic>
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
getter/setter pair
Infinity ↔ dynamic
getter/setter pair
INTERPOLATION Map<String, int?>
getter/setter pair
inverse ↔ Matrix4
getter/setter pair
localRay ↔ Ray
getter/setter pair
LuminosityHighPassShader Map<String, dynamic>
Luminosity http://en.wikipedia.org/wiki/Luminosity
getter/setter pair
LUTShader Map<String, Object>
getter/setter pair
matrix ↔ Matrix4
getter/setter pair
obb OBB
getter/setter pair
obbmatrix ↔ Matrix4
getter/setter pair
R List<List>
getter/setter pair
rotationMatrix ↔ Matrix3
getter/setter pair
sceneGraph ↔ dynamic
getter/setter pair
ShaderLib_line Map<String, dynamic>
getter/setter pair
size ↔ Vector3
getter/setter pair
t List
getter/setter pair
tempEuler ↔ Euler
getter/setter pair
tempVec ↔ Vector3
getter/setter pair
TEXTURE_HEIGHT int
getter/setter pair
TEXTURE_WIDTH int
getter/setter pair
toTrianglesDrawMode Function
@param {BufferGeometry} geometry @param {Number} drawMode @return {BufferGeometry}
getter/setter pair
UniformsLib_line Map<String, Map<String, Object>>
parameters = { color:
final
UnpackDepthRGBAShader Map<String, dynamic>
Unpack RGBA depth shader
getter/setter pair
updateMorphTargets Function
@param {Mesh} mesh @param {GLTF.Mesh} meshDef
getter/setter pair
v1 ↔ Vector3
getter/setter pair
VerticalBlurShader Map<String, dynamic>
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
getter/setter pair
VignetteShader Map<String, dynamic>
Vignette shader based on PaintEffect postprocess from ro.me http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
getter/setter pair
WEBGL_COMPONENT_TYPES Map<int, Type>
getter/setter pair
WEBGL_COMPONENT_TYPES_BYTES_PER_ELEMENT Map<int, int>
getter/setter pair
WEBGL_CONSTANTS Map<String, int>
getter/setter pair
WEBGL_FILTERS Map<int, int>
getter/setter pair
WEBGL_TYPE_SIZES Map<String, int>
getter/setter pair
WEBGL_WRAPPINGS Map<int, int>
getter/setter pair
xAxis ↔ Vector3
getter/setter pair
yAxis ↔ Vector3
getter/setter pair
zAxis ↔ Vector3
getter/setter pair

Functions

addMorphTargets(dynamic geometry, dynamic targets, dynamic parser) → dynamic
Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets
append(dynamic a, dynamic b) → dynamic
convertArrayBufferToString(Uint8List buffer, [int? from, int? to]) → dynamic
convertFBXTimeToSeconds(dynamic time) → dynamic
generateTransform(Map transformData) → dynamic
getData(dynamic polygonVertexIndex, dynamic polygonIndex, dynamic vertexIndex, dynamic infoObject) → dynamic
getEulerOrder(dynamic order) → dynamic
getFbxVersion(dynamic text) → dynamic
getNormalizedComponentScale(dynamic constructor) → dynamic
getUniforms(dynamic splineTexture) → dynamic
Create a new set of uniforms for describing the curve modifier
initSplineTexture({int numberOfCurves = 1}) → dynamic
Make a new DataTexture to store the descriptions of the curves.
inject(dynamic a1, dynamic index, dynamic a2) → dynamic
isFbxFormatASCII(dynamic text) → dynamic
isFbxFormatBinary(Uint8List buffer) bool
matrix4FromRotationMatrix(dynamic matrix4, dynamic matrix3) → dynamic
modifyShader(dynamic material, dynamic uniforms, {dynamic numberOfCurves = 1}) → dynamic
parseInt(dynamic v) int?
parseNumberArray(dynamic value) → dynamic
setTextureValue(dynamic texture, dynamic index, dynamic x, dynamic y, dynamic z, dynamic o) → dynamic
slice(dynamic a, dynamic b, dynamic from, dynamic to) → dynamic
updateSplineTexture(dynamic texture, dynamic splineCurve, {dynamic offset = 0}) → dynamic
Write the curve description to the data texture