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
ArrayElementNode
ArrayInputNode
AttributeNode
BinaryParser
BinaryReader
BloomPass
BoxGeometry
BufferGeometryUtils
BufferNode
BypassNode
CameraNode
Capsule
CircleGeometry
ClearMaskPass
CodeNode
ColorNode
ColorNodeUniform
ColorSpaceNode
ColorUniform
CondNode
ContextNode
ConvertNode
ConvexGeometry
CylinderGeometry
DirectGeometry
DodecahedronGeometry
DotScreenPass
DragControls
EffectComposer
ExpressionNode
ExtrudeGeometry
Creates extruded geometry from a path shape.
Face3
FBXLoader
FBXTree
FBXTreeParser
FilmPass
FloatNode
FloatNodeUniform
FloatUniform
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
Specular-Glossiness Extension
GLTFParser
GLTFRegistry
GLTFTextureBasisUExtension
BasisU Texture Extension
GLTFTextureDDSExtension
DDS Texture Extension
GLTFTextureTransformExtension
Texture Transform Extension
GLTFTextureWebPExtension
WebP Texture Extension
GLTypeData
GPUBindingType
GPUTextureViewDimension
IcosahedronGeometry
Input
InputNode
InstancedFlow
A helper class for creating instanced versions of flow, where the instances are placed on the curve.
JoinNode
Keys
LightContextNode
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
MaterialNode
MaterialReferenceNode
MathNode
Matrix3Node
Matrix3NodeUniform
Matrix3Uniform
Matrix4Node
Matrix4NodeUniform
Matrix4Uniform
MeshBasicNodeMaterial
MeshSurfaceSampler
Utility class for sampling weighted random points on the surface of a mesh.
ModelNode
ModelViewProjectionNode
MorphColor
MorphNormals
MorphTarget
MTLLoader
Loads a Wavefront .mtl file specifying materials
Node
NodeAttribute
NodeBuilder
NodeCode
NodeFrame
NodeFunction
NodeFunctionInput
NodeHandler
NodeKeywords
NodeParser
NodeShaderStage
NodeUniform
NodeVar
NodeVary
NormalNode
OBB
OBBC
Object3DNode
OBJLoader
Octree
OctreeData
OctreeHelper
OctreeRay
OperatorNode
OrbitControls
ParserState
ParseStateMaterial
ParseStateObject
Pass
PathProperties
PlaneGeometry
Pointer
PointerLockControls
PositionNode
PropertyNode
RectAreaLightHelper
This helper must be added as a child of the light
ReferenceNode
RenderItem
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
SkinningNode
SMAAPass
SplitNode
SSAARenderPass
Supersample Anti-Aliasing Render Pass
State
State2
TempNode
TessellateModifier
Break faces with edges longer than maxEdgeLength
TextGeometry
Text = 3D Text
TextParser
TextureNode
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.
UVNode
VarNode
VaryNode
Vector2Node
Vector2NodeUniform
Vector2Uniform
Vector3Node
Vector3NodeUniform
Vector3Uniform
Vector4Node
Vector4NodeUniform
Vector4Uniform
VertexNormalsHelper
VertexTangentsHelper
WebGPUAttributes
WebGPUBackground
WebGPUBinding
WebGPUBindings
WebGPUComputePipelines
WebGPUGeometries
WebGPUInfo
WebGPUNodeBuilder
WebGPUNodes
WebGPUNodeSampledTexture
WebGPUNodeSampler
WebGPUNodeUniformsGroup
WebGPUObjects
WebGPUProgrammableStage
WebGPUProperties
WebGPURenderer
WebGPURenderList
WebGPURenderLists
WebGPURenderPipeline
WebGPURenderPipelines
WebGPUSampled3DTexture
WebGPUSampledArrayTexture
WebGPUSampledCubeTexture
WebGPUSampledTexture
WebGPUSampler
WebGPUStorageBuffer
WebGPUTextureRenderer
WebGPUTextures
WebGPUTextureUtils
WebGPUUniform
WebGPUUniformBuffer
WebGPUUniformsGroup
WGSLNodeFunction
WGSLNodeParser

Extensions

MapExt on Map
Matrix4GPU on Matrix4

Constants

blendColorFactor → const int
gpuChunkSize → const int
oneMinusBlendColorFactor → const int

Properties

a OBBC
getter/setter pair
aabb ↔ Box3
getter/setter pair
abs ↔ dynamic
getter/setter pair
absR List<List>
getter/setter pair
acos ↔ dynamic
getter/setter pair
add ↔ dynamic
getter/setter pair
addPrimitiveAttributes Function
@param {BufferGeometry} geometry @param {GLTF.Primitive} primitiveDef @param {GLTFParser} parser @return {Promise
getter/setter pair
addTo ↔ dynamic Function(dynamic varNode, dynamic params)
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
alphaModes Map<String, String>
getter/setter pair
alphaTest PropertyNode
getter/setter pair
and ↔ dynamic
getter/setter pair
asin ↔ dynamic
getter/setter pair
assign ↔ dynamic
getter/setter pair
assignExtrasToUserData Function
@param {Object3D|Material|BufferGeometry} object @param {GLTF.definition} gltfDef
getter/setter pair
atan ↔ dynamic
getter/setter pair
b OBBC
getter/setter pair
binaryExtensionChunksTypes Map<String, int>
getter/setter pair
binaryExtensionHeaderLength int
getter/setter pair
binaryExtensionHeaderMagic String
getter/setter pair
bleachBypassShader Map<String, Object>
Bleach bypass shader http://en.wikipedia.org/wiki/Bleach_bypass
getter/setter pair
brdfGGX ↔ dynamic
getter/setter pair
brdfLambert ↔ dynamic
getter/setter pair
ceil ↔ dynamic
getter/setter pair
channels int
getter/setter pair
clamp ↔ dynamic
getter/setter pair
closestPoint ↔ Vector3
getter/setter pair
color ↔ dynamic Function(dynamic params)
getter/setter pair
computeBounds Function
@param {BufferGeometry} geometry @param {GLTF.Primitive} primitiveDef @param {GLTFParser} parser
getter/setter pair
cond ↔ dynamic Function(dynamic params)
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
convolutionShaderBuildKernel Function
getter/setter pair
copyShader Map<String, dynamic>
Full-screen textured quad shader
getter/setter pair
cos ↔ dynamic
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
cross ↔ dynamic
getter/setter pair
dataArray List
getter/setter pair
declarationRegexp RegExp
getter/setter pair
degrees ↔ dynamic
getter/setter pair
dFdx ↔ dynamic
getter/setter pair
dFdy ↔ dynamic
getter/setter pair
dGGX ↔ dynamic
getter/setter pair
diffuseColor PropertyNode
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
distance ↔ dynamic
getter/setter pair
div ↔ dynamic
getter/setter pair
dot ↔ dynamic
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
element ↔ dynamic
getter/setter pair
encodingLib Map<String, dynamic>
getter/setter pair
epsilon ↔ dynamic
getter/setter pair
equal ↔ dynamic
getter/setter pair
exp ↔ dynamic
getter/setter pair
exp2 ↔ dynamic
getter/setter pair
faceforward ↔ dynamic
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
float ↔ dynamic Function(dynamic val)
getter/setter pair
floor ↔ dynamic
getter/setter pair
fract ↔ dynamic
getter/setter pair
fSchlick ↔ dynamic
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
getDistanceAttenuation ↔ dynamic
getter/setter pair
getGeometryRoughness ↔ dynamic
getter/setter pair
getRoughness ↔ dynamic
getter/setter pair
gltfExtensions Map<String, String>
*******************************/
getter/setter pair
gltfInterpolation Map<String, int?>
getter/setter pair
greaterThan ↔ dynamic
getter/setter pair
horizontalBlurShader Map<String, dynamic>
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
getter/setter pair
infinity double
getter/setter pair
inverse ↔ Matrix4
getter/setter pair
inversesqrt ↔ dynamic
getter/setter pair
invert ↔ dynamic
getter/setter pair
join ↔ dynamic Function(dynamic params)
getter/setter pair
length ↔ dynamic
getter/setter pair
lessThanEqual ↔ dynamic
getter/setter pair
linearToLinear ↔ dynamic
getter/setter pair
linearTosRGB ↔ dynamic
getter/setter pair
localRay ↔ Ray
getter/setter pair
log ↔ dynamic
getter/setter pair
log2 ↔ dynamic
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
max ↔ dynamic
getter/setter pair
metalness PropertyNode
getter/setter pair
min ↔ dynamic
getter/setter pair
mix ↔ dynamic
getter/setter pair
mod ↔ dynamic
getter/setter pair
mul ↔ dynamic
getter/setter pair
negate ↔ dynamic
getter/setter pair
nodeObject ↔ dynamic Function(dynamic val)
getter/setter pair
nodeObjects ↔ WeakMap
getter/setter pair
normalGeometry NormalNode
getter/setter pair
normalize ↔ dynamic
getter/setter pair
normalLocal NormalNode
getter/setter pair
normalView NormalNode
getter/setter pair
normalWorld NormalNode
getter/setter pair
obb OBB
getter/setter pair
obbmatrix ↔ Matrix4
getter/setter pair
physicalLightingModel ↔ dynamic
getter/setter pair
pi double
getter/setter pair
pi2 ↔ dynamic
getter/setter pair
piHalf ↔ dynamic
getter/setter pair
positionLocal PositionNode
getter/setter pair
positionView PositionNode
getter/setter pair
positionViewDirection PositionNode
getter/setter pair
positionWorld PositionNode
getter/setter pair
pow ↔ dynamic
getter/setter pair
pow2 ↔ dynamic
getter/setter pair
pow3 ↔ dynamic
getter/setter pair
pow4 ↔ dynamic
getter/setter pair
propertiesRegexp RegExp
getter/setter pair
R List<List>
getter/setter pair
radians ↔ dynamic
getter/setter pair
reciprocalPi ↔ dynamic
getter/setter pair
reciprocalPi2 ↔ dynamic
getter/setter pair
reDirectPhysical ↔ dynamic
getter/setter pair
reflect ↔ dynamic
getter/setter pair
refract ↔ dynamic
getter/setter pair
rotationMatrix ↔ Matrix3
getter/setter pair
roughness PropertyNode
getter/setter pair
round ↔ dynamic
getter/setter pair
saturate ↔ dynamic
getter/setter pair
sceneGraph ↔ dynamic
getter/setter pair
shaderLibLine Map<String, dynamic>
getter/setter pair
shaderNode ↔ dynamic Function(dynamic jsFunc)
getter/setter pair
shaderStages List<String>
getter/setter pair
sign ↔ dynamic
getter/setter pair
sin ↔ dynamic
getter/setter pair
size ↔ Vector3
getter/setter pair
skinning ↔ dynamic
getter/setter pair
smoothstep ↔ dynamic
getter/setter pair
specularColor PropertyNode
getter/setter pair
sqrt ↔ dynamic
getter/setter pair
step ↔ dynamic
getter/setter pair
sub ↔ dynamic
getter/setter pair
t List
getter/setter pair
tan ↔ dynamic
getter/setter pair
tempEuler ↔ Euler
getter/setter pair
tempVec ↔ Vector3
getter/setter pair
textureHeight int
getter/setter pair
textureWidth int
getter/setter pair
toTrianglesDrawMode Function
@param {BufferGeometry} geometry @param {Number} drawMode @return {BufferGeometry}
getter/setter pair
transformDirection ↔ dynamic
getter/setter pair
transformedNormalView VarNode
getter/setter pair
uniform ↔ dynamic
getter/setter pair
uniformsLibLine 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
vec2 ↔ dynamic Function(dynamic params)
getter/setter pair
vec3 ↔ dynamic Function(dynamic params)
getter/setter pair
vec4 ↔ dynamic Function(dynamic params)
getter/setter pair
vector List<String>
getter/setter pair
verticalBlurShader Map<String, dynamic>
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
getter/setter pair
vGGXSmithCorrelated ↔ dynamic
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
webGlAttributes Map<String, String>
getter/setter pair
webGlComponentTypes Map<int, Type>
getter/setter pair
webGlComponentTypesBytesPerElement Map<int, int>
getter/setter pair
webGlConstants Map<String, int>
*******************************/
getter/setter pair
webGlFilters Map<int, int>
getter/setter pair
webGlTypeSizes Map<String, int>
getter/setter pair
webGlWrappings Map<int, int>
getter/setter pair
wgslMethods Map<String, String>
getter/setter pair
wgslPolyfill Map<String, CodeNode>
getter/setter pair
wgslTypeLib Map<String, String>
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
arraysEqual(dynamic a, dynamic b, dynamic offset) → 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
getFloatLength(dynamic floatLength) → dynamic
getNormalizedComponentScale(dynamic constructor) → dynamic
getStrideLength(dynamic vectorLength) → dynamic
getUniforms(dynamic splineTexture) → dynamic
Create a new set of uniforms for describing the curve modifier
getVectorLength(dynamic count, [dynamic vectorLength = 4]) → dynamic
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
painterSortStable(dynamic a, dynamic b) → dynamic
parse(dynamic source) → dynamic
parseInt(dynamic v) int?
parseNumberArray(dynamic value) → dynamic
proxy(dynamic target, dynamic handler) → dynamic
reversePainterSortStable(dynamic a, dynamic b) → dynamic
setTextureValue(dynamic texture, dynamic index, dynamic x, dynamic y, dynamic z, dynamic o) → dynamic
shaderNodeArray(dynamic array) → dynamic
shaderNodeObject(dynamic obj) → dynamic
shaderNodeObjects(dynamic objects) → dynamic
shaderNodeProxy(dynamic nodeClass, [dynamic scope, dynamic factor]) → dynamic
shaderNodeScript(dynamic jsFunc) → 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