three_dart_jsm/index
library
Classes
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AfterimagePass
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AnimationParser
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ArcballControls
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@param {Camera} camera Virtual camera used in the scene
@param {HTMLElement} domElement Renderer's dom element
@param {Scene} scene The scene to be rendered
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BinaryParser
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BinaryReader
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BloomPass
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BoxGeometry
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BufferGeometryUtils
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Capsule
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CircleGeometry
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ClearMaskPass
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ConvexGeometry
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CylinderGeometry
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DirectGeometry
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DodecahedronGeometry
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DotScreenPass
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DragControls
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EffectComposer
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ExtrudeGeometry
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Creates extruded geometry from a path shape.
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Face3
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FBXLoader
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FBXTree
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FBXTreeParser
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FilmPass
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Flow
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A helper class for making meshes bend aroudn curves
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FullScreenQuad
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Geometry
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GeometryParser
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GeometryUtils
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GlitchPass
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GLTFBinaryExtension
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GLTFCubicSplineInterpolant
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GLTFDracoMeshCompressionExtension
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DRACO Mesh Compression Extension
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GLTFExtension
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GLTFLightsExtension
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Punctual Lights Extension
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GLTFLoader
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GLTFMaterialsClearcoatExtension
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Clearcoat Materials Extension
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GLTFMaterialsIorExtension
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Materials ior Extension
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GLTFMaterialsPbrSpecularGlossinessExtension
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GLTFMaterialsSheenExtension
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Sheen Materials Extension
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GLTFMaterialsSpecularExtension
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Materials specular Extension
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GLTFMaterialsTransmissionExtension
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Transmission Materials Extension
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GLTFMaterialsUnlitExtension
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Unlit Materials Extension
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GLTFMaterialsVolumeExtension
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Materials Volume Extension
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GLTFMeshoptCompression
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meshopt BufferView Compression Extension
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GLTFMeshQuantizationExtension
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Mesh Quantization Extension
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GLTFMeshStandardSGMaterial
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A sub class of StandardMaterial with some of the functionality
changed via the
onBeforeCompile
callback
@pailhead
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GLTFParser
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GLTFRegistry
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GLTFTextureBasisUExtension
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BasisU Texture Extension
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GLTFTextureDDSExtension
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DDS Texture Extension
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GLTFTextureTransformExtension
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Texture Transform Extension
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GLTFTextureWebPExtension
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WebP Texture Extension
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GLTypeData
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IcosahedronGeometry
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INPUT
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InstancedFlow
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A helper class for creating instanced versions of flow, where the instances are placed on the curve.
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keys
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Line2
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LineGeometry
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LineMaterial
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LineSegments2
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LineSegmentsGeometry
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LUTCubeLoader
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LUTPass
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MapControls
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MaskPass
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MaterialCreator
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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
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MeshSurfaceSampler
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Utility class for sampling weighted random points on the surface of a mesh.
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MorphColor
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MorphNormals
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MorphTarget
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MTLLoader
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Loads a Wavefront .mtl file specifying materials
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OBB
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OBBC
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OBJLoader
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Octree
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OctreeData
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OctreeHelper
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OctreeRay
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OrbitControls
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ParserState
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ParseStateMaterial
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ParseStateObject
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Pass
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PATH_PROPERTIES
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PlaneGeometry
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Pointer
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PointerLockControls
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RectAreaLightHelper
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This helper must be added as a child of the light
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RenderPass
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RGBELoader
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RoomEnvironment
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ShaderPass
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ShaderPasses
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ShadowMapViewer
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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.
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SkeletonUtils
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SSAARenderPass
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Supersample Anti-Aliasing Render Pass
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STATE
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STATE2
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TessellateModifier
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Break faces with edges longer than maxEdgeLength
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TextGeometry
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Text = 3D Text
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TextParser
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TexturePass
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TrackballControls
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TransformControls
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TransformControlsGizmo
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TransformControlsPlane
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TTFLoader
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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.
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TypedKeyframeTrack
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TYPRLoader
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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.
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UnrealBloomPass
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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.
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VertexNormalsHelper
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VertexTangentsHelper
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Properties
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a
↔ OBBC
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getter/setter pair
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aabb
↔ Box3
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getter/setter pair
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AbsR
↔ List<List>
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getter/setter pair
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addPrimitiveAttributes
↔ Function
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@param {BufferGeometry} geometry
@param {GLTF.Primitive} primitiveDef
@param {GLTFParser} parser
@return {Promise
getter/setter pair
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addUnknownExtensionsToUserData
↔ Function
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getter/setter pair
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AfterimageShader
↔ Map<String, Object>
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Afterimage shader
I created this effect inspired by a demo on codepen:
https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&
getter/setter pair
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ALPHA_MODES
↔ Map<String, String>
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getter/setter pair
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@param {Object3D|Material|BufferGeometry} object
@param {GLTF.definition} gltfDef
getter/setter pair
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ATTRIBUTES
↔ Map<String, String>
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getter/setter pair
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b
↔ OBBC
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getter/setter pair
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BINARY_EXTENSION_CHUNK_TYPES
↔ Map<String, int>
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getter/setter pair
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getter/setter pair
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getter/setter pair
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BleachBypassShader
↔ Map<String, Object>
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Bleach bypass shader
http://en.wikipedia.org/wiki/Bleach_bypass
getter/setter pair
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CHANNELS
↔ int
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getter/setter pair
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closestPoint
↔ Vector3
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getter/setter pair
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computeBounds
↔ Function
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@param {BufferGeometry} geometry
@param {GLTF.Primitive} primitiveDef
@param {GLTFParser} parser
getter/setter pair
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connections
↔ Map
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getter/setter pair
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ConvolutionShader
↔ Map
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Convolution shader
ported from o3d sample to WebGL / GLSL
http://o3d.googlecode.com/svn/trunk/samples/convolution.html
getter/setter pair
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ConvolutionShader_buildKernel
↔ Function
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getter/setter pair
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CopyShader
↔ Map<String, dynamic>
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Full-screen textured quad shader
getter/setter pair
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createAreaLightMaterial
↔ Function
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getter/setter pair
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createAttributesKey
↔ Function
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getter/setter pair
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createDefaultMaterial
↔ Function
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Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material
getter/setter pair
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createPrimitiveKey
↔ Function
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getter/setter pair
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dataArray
↔ List
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getter/setter pair
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DigitalGlitch
↔ Map<String, dynamic>
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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
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DotScreenShader
↔ Map<String, dynamic>
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Dot screen shader
based on glfx.js sepia shader
https://github.com/evanw/glfx.js
getter/setter pair
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EXTENSIONS
↔ Map<String, String>
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getter/setter pair
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fbxTree
↔ FBXTree
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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
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FilmShader
↔ Map<String, dynamic>
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Film grain & scanlines shader
getter/setter pair
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FXAAShader
↔ Map<String, dynamic>
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NVIDIA FXAA by Timothy Lottes
http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
getter/setter pair
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GammaCorrectionShader
↔ Map<String, Object>
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Gamma Correction Shader
http://en.wikipedia.org/wiki/gamma_correction
getter/setter pair
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HorizontalBlurShader
↔ Map<String, dynamic>
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Two pass Gaussian blur filter (horizontal and vertical blur shaders)
getter/setter pair
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Infinity
↔ dynamic
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getter/setter pair
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INTERPOLATION
↔ Map<String, int?>
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getter/setter pair
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inverse
↔ Matrix4
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getter/setter pair
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localRay
↔ Ray
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getter/setter pair
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LuminosityHighPassShader
↔ Map<String, dynamic>
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Luminosity
http://en.wikipedia.org/wiki/Luminosity
getter/setter pair
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LUTShader
↔ Map<String, Object>
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getter/setter pair
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matrix
↔ Matrix4
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getter/setter pair
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obb
↔ OBB
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getter/setter pair
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obbmatrix
↔ Matrix4
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getter/setter pair
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R
↔ List<List>
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getter/setter pair
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rotationMatrix
↔ Matrix3
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getter/setter pair
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sceneGraph
↔ dynamic
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getter/setter pair
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ShaderLib_line
↔ Map<String, dynamic>
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getter/setter pair
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size
↔ Vector3
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getter/setter pair
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t
↔ List
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getter/setter pair
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tempEuler
↔ Euler
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getter/setter pair
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tempVec
↔ Vector3
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getter/setter pair
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TEXTURE_HEIGHT
↔ int
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getter/setter pair
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TEXTURE_WIDTH
↔ int
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getter/setter pair
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toTrianglesDrawMode
↔ Function
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@param {BufferGeometry} geometry
@param {Number} drawMode
@return {BufferGeometry}
getter/setter pair
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UniformsLib_line
→ Map<String, Map<String, Object>>
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parameters = {
color:
final
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UnpackDepthRGBAShader
↔ Map<String, dynamic>
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Unpack RGBA depth shader
getter/setter pair
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updateMorphTargets
↔ Function
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@param {Mesh} mesh
@param {GLTF.Mesh} meshDef
getter/setter pair
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v1
↔ Vector3
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getter/setter pair
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VerticalBlurShader
↔ Map<String, dynamic>
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Two pass Gaussian blur filter (horizontal and vertical blur shaders)
getter/setter pair
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VignetteShader
↔ Map<String, dynamic>
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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
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WEBGL_COMPONENT_TYPES
↔ Map<int, Type>
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getter/setter pair
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WEBGL_COMPONENT_TYPES_BYTES_PER_ELEMENT
↔ Map<int, int>
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getter/setter pair
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WEBGL_CONSTANTS
↔ Map<String, int>
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getter/setter pair
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WEBGL_FILTERS
↔ Map<int, int>
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getter/setter pair
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WEBGL_TYPE_SIZES
↔ Map<String, int>
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getter/setter pair
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WEBGL_WRAPPINGS
↔ Map<int, int>
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getter/setter pair
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xAxis
↔ Vector3
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getter/setter pair
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yAxis
↔ Vector3
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getter/setter pair
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zAxis
↔ Vector3
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getter/setter pair
Functions
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addMorphTargets(dynamic geometry, dynamic targets, dynamic parser)
→ dynamic
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Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets
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append(dynamic a, dynamic b)
→ dynamic
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convertArrayBufferToString(Uint8List buffer, [int? from, int? to])
→ dynamic
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convertFBXTimeToSeconds(dynamic time)
→ dynamic
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generateTransform(Map transformData)
→ dynamic
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getData(dynamic polygonVertexIndex, dynamic polygonIndex, dynamic vertexIndex, dynamic infoObject)
→ dynamic
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getEulerOrder(dynamic order)
→ dynamic
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getFbxVersion(dynamic text)
→ dynamic
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getNormalizedComponentScale(dynamic constructor)
→ dynamic
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getUniforms(dynamic splineTexture)
→ dynamic
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Create a new set of uniforms for describing the curve modifier
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initSplineTexture({int numberOfCurves = 1})
→ dynamic
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Make a new DataTexture to store the descriptions of the curves.
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inject(dynamic a1, dynamic index, dynamic a2)
→ dynamic
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isFbxFormatASCII(dynamic text)
→ dynamic
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isFbxFormatBinary(Uint8List buffer)
→ bool
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matrix4FromRotationMatrix(dynamic matrix4, dynamic matrix3)
→ dynamic
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modifyShader(dynamic material, dynamic uniforms, {dynamic numberOfCurves = 1})
→ dynamic
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parseInt(dynamic v)
→ int?
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parseNumberArray(dynamic value)
→ dynamic
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setTextureValue(dynamic texture, dynamic index, dynamic x, dynamic y, dynamic z, dynamic o)
→ dynamic
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slice(dynamic a, dynamic b, dynamic from, dynamic to)
→ dynamic
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updateSplineTexture(dynamic texture, dynamic splineCurve, {dynamic offset = 0})
→ dynamic
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Write the curve description to the data texture