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three.js
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381e1730
编写于
7月 24, 2012
作者:
M
Mr.doob
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差异文件
Merge branch 'master' into dev
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124
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Showing
124 changed file
with
4952 addition
and
3604 deletion
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docs/api/cameras/Camera.html
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docs/api/cameras/OrthographicCamera.html
docs/api/cameras/OrthographicCamera.html
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docs/api/cameras/PerspectiveCamera.html
docs/api/cameras/PerspectiveCamera.html
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docs/api/core/Clock.html
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docs/api/core/Color.html
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docs/api/core/Ray.html
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docs/api/extras/renderers/plugins/LensFlarePlugin.html
docs/api/extras/renderers/plugins/LensFlarePlugin.html
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docs/api/extras/renderers/plugins/ShadowMapPlugin.html
docs/api/extras/renderers/plugins/ShadowMapPlugin.html
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docs/api/extras/renderers/plugins/SpritePlugin.html
docs/api/extras/renderers/plugins/SpritePlugin.html
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docs/api/extras/shaders/ShaderFlares.html
docs/api/extras/shaders/ShaderFlares.html
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docs/api/extras/shaders/ShaderSprite.html
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docs/api/loaders/SceneLoader.html
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docs/api/materials/Material.html
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docs/api/objects/Bone.html
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docs/api/objects/Line.html
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docs/api/objects/Sprite.html
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docs/api/renderers/CanvasRenderer.html
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docs/api/renderers/DOMRenderer.html
docs/api/renderers/DOMRenderer.html
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docs/api/renderers/SVGRenderer.html
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docs/api/renderers/WebGLRenderTarget.html
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docs/api/renderers/WebGLRenderTargetCube.html
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docs/api/renderers/renderables/RenderableFace4.html
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docs/api/renderers/renderables/RenderableLine.html
docs/api/renderers/renderables/RenderableLine.html
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docs/api/renderers/renderables/RenderableObject.html
docs/api/renderers/renderables/RenderableObject.html
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docs/api/renderers/renderables/RenderableParticle.html
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docs/api/renderers/renderables/RenderableVertex.html
docs/api/renderers/renderables/RenderableVertex.html
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docs/api/scenes/Fog.html
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未找到文件。
docs/api/cameras/Camera.html
浏览文件 @
381e1730
[page:Object3D]
→
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
[page:Object3D]
→
<h1>
[name]
</h1>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Abstract base class for cameras.
</div>
<div
class=
"desc"
>
Abstract base class for cameras.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Matrix4 matrixWorldInverse]
</h3>
<h3>
.[page:Matrix4 matrixWorldInverse]
</h3>
<h3>
.[page:Matrix4 projectionMatrix]
</h3>
<h3>
.[page:Matrix4 projectionMatrix]
</h3>
<h3>
.[page:Matrix4 projectionMatrixInverse]
</h3>
<h3>
.[page:Matrix4 projectionMatrixInverse]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.lookAt( [page:Vector3 vector] )
</h3>
<div>
vector — point to look at
<br
/>
</div>
<h3>
.lookAt( [page:Vector3 vector] )
</h3>
<div>
vector — point to look at
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/cameras/OrthographicCamera.html
浏览文件 @
381e1730
[page:Object3D]
→
[page:Camera]
→
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
[page:Object3D]
→
[page:Camera]
→
<h1>
[name]
</h1>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Camera with orthographic projection
</div>
<div
class=
"desc"
>
Camera with orthographic projection
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
<code>
var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
scene.add( camera );
</code>
<code>
var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
scene.add( camera );
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )
</h3>
<div>
left — Camera frustum left plane.
<br
/>
right — Camera frustum right plane.
<br
/>
top — Camera frustum top plane.
<br
/>
bottom — Camera frustum bottom plane.
<br
/>
near — Camera frustum near plane.
<br
/>
far — Camera frustum far plane.
</div>
<h3>
[name]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )
</h3>
<div>
left — Camera frustum left plane.
<br
/>
right — Camera frustum right plane.
<br
/>
top — Camera frustum top plane.
<br
/>
bottom — Camera frustum bottom plane.
<br
/>
near — Camera frustum near plane.
<br
/>
far — Camera frustum far plane.
</div>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float left]
</h3>
<div>
Camera frustum left plane.
</div>
<h3>
.[page:Float left]
</h3>
<div>
Camera frustum left plane.
</div>
<h3>
.[page:Float right]
</h3>
<div>
Camera frustum right plane.
</div>
<h3>
.[page:Float right]
</h3>
<div>
Camera frustum right plane.
</div>
<h3>
.[page:Float top]
</h3>
<div>
Camera frustum top plane.
</div>
<h3>
.[page:Float top]
</h3>
<div>
Camera frustum top plane.
</div>
<h3>
.[page:Float bottom]
</h3>
<div>
Camera frustum bottom plane.
</div>
<h3>
.[page:Float bottom]
</h3>
<div>
Camera frustum bottom plane.
</div>
<h3>
.[page:Float near]
</h3>
<div>
Camera frustum near plane.
</div>
<h3>
.[page:Float near]
</h3>
<div>
Camera frustum near plane.
</div>
<h3>
.[page:Float far]
</h3>
<div>
Camera frustum far plane.
</div>
<h3>
.[page:Float far]
</h3>
<div>
Camera frustum far plane.
</div>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.updateProjectionMatrix()
</h3>
<div>
Updates the camera projection matrix. Must be called after change of parameters.
</div>
<h3>
.updateProjectionMatrix()
</h3>
<div>
Updates the camera projection matrix. Must be called after change of parameters.
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/cameras/PerspectiveCamera.html
浏览文件 @
381e1730
[page:Object3D]
→
[page:Camera]
→
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
[page:Object3D]
→
[page:Camera]
→
<h1>
[name]
</h1>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Camera with perspective projection.
</div>
<div
class=
"desc"
>
Camera with perspective projection.
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
<code>
var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
scene.add( camera );
</code>
<code>
var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
scene.add( camera );
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )
</h3>
<div>
fov — Camera frustum vertical field of view.
<br
/>
aspect — Camera frustum aspect ratio.
<br
/>
near — Camera frustum near plane.
<br
/>
far — Camera frustum far plane.
</div>
<h3>
[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )
</h3>
<div>
fov — Camera frustum vertical field of view.
<br
/>
aspect — Camera frustum aspect ratio.
<br
/>
near — Camera frustum near plane.
<br
/>
far — Camera frustum far plane.
</div>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float fov]
</h3>
<div>
Camera frustum vertical field of view.
</div>
<h3>
.[page:Float fov]
</h3>
<div>
Camera frustum vertical field of view.
</div>
<h3>
.[page:Float aspect]
</h3>
<div>
Camera frustum aspect ratio.
</div>
<h3>
.[page:Float aspect]
</h3>
<div>
Camera frustum aspect ratio.
</div>
<h3>
.[page:Float near]
</h3>
<div>
Camera frustum near plane.
</div>
<h3>
.[page:Float near]
</h3>
<div>
Camera frustum near plane.
</div>
<h3>
.[page:Float far]
</h3>
<div>
Camera frustum far plane.
</div>
<h3>
.[page:Float far]
</h3>
<div>
Camera frustum far plane.
</div>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.setLens( [page:Float focalLength], [page:Float frameSize] )
</h3>
<div>
focalLength — focal length
<br
/>
frameSize — frame size
</div>
<h3>
.setLens( [page:Float focalLength], [page:Float frameSize] )
</h3>
<div>
focalLength — focal length
<br
/>
frameSize — frame size
</div>
<div>
Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.
<br
/>
Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
</div>
<div>
Uses focal length (in mm) to estimate and set FOV 35mm (fullframe) camera is used if frame size is not specified.
<br
/>
Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
</div>
<h3>
.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )
</h3>
<div>
fullWidth — full width of multiview setup
<br
/>
fullHeight — full height of multiview setup
<br
/>
x — horizontal offset of subcamera
<br
/>
y — vertical offset of subcamera
<br
/>
width — width of subcamera
<br
/>
height — height of subcamera
</div>
<h3>
.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )
</h3>
<div>
fullWidth — full width of multiview setup
<br
/>
fullHeight — full height of multiview setup
<br
/>
x — horizontal offset of subcamera
<br
/>
y — vertical offset of subcamera
<br
/>
width — width of subcamera
<br
/>
height — height of subcamera
</div>
<div>
Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
</div>
<div>
Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
</div>
<div>
For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
<br
/>
<div>
For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:
<br
/>
<pre>
+---+---+---+
<pre>
+---+---+---+
| A | B | C |
+---+---+---+
| D | E | F |
+---+---+---+
</pre>
+---+---+---+
</pre>
then for each monitor you would call it like this:
<br
/>
then for each monitor you would call it like this:
<br
/>
<code>
var w = 1920;
<code>
var w = 1920;
var h = 1080;
var fullWidth = w * 3;
var fullHeight = h * 2;
...
...
@@ -96,15 +103,17 @@ camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
</code>
Note there is no reason monitors have to be the same size or in a grid.
</div>
Note there is no reason monitors have to be the same size or in a grid.
</div>
<h3>
.updateProjectionMatrix()
</h3>
<div>
Updates the camera projection matrix. Must be called after change of parameters.
</div>
<h3>
.updateProjectionMatrix()
</h3>
<div>
Updates the camera projection matrix. Must be called after change of parameters.
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Clock.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Object for keeping track of time.
</div>
<div
class=
"desc"
>
Object for keeping track of time.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Boolean autoStart] )
</h3>
<div>
autoStart — Automatically start the clock.
</div>
<h3>
[name]( [page:Boolean autoStart] )
</h3>
<div>
autoStart — Automatically start the clock.
</div>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Boolean autoStart]
</h3>
<h3>
.[page:Boolean autoStart]
</h3>
<h3>
.[page:Float startTime]
</h3>
<h3>
.[page:Float startTime]
</h3>
<h3>
.[page:Float oldTime]
</h3>
<h3>
.[page:Float oldTime]
</h3>
<h3>
.[page:Float elapsedTime]
</h3>
<h3>
.[page:Float elapsedTime]
</h3>
<h3>
.[page:Boolean running]
</h3>
<h3>
.[page:Boolean running]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.start()
</h3>
<div>
Start clock.
</div>
<h3>
.start()
</h3>
<div>
Start clock.
</div>
<h3>
.stop()
</h3>
<div>
Stop clock.
</div>
<h3>
.stop()
</h3>
<div>
Stop clock.
</div>
<h3>
.getElapsedTime() [page:Float]
</h3>
<div>
Get milliseconds passed since the clock started.
</div>
<h3>
.getElapsedTime() [page:Float]
</h3>
<div>
Get milliseconds passed since the clock started.
</div>
<h3>
.getDelta() [page:Float]
</h3>
<div>
Get the milliseconds passed since the last call to this method.
</div>
<h3>
.getDelta() [page:Float]
</h3>
<div>
Get the milliseconds passed since the last call to this method.
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Color.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<div
class=
"desc"
>
Represents a color. See also [page:ColorUtils].
</div>
<h2>
Example
</h2>
<code>
var color = new THREE.Color( 0xff0000 );
</code>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Integer hex])
</h3>
<div>
hex — initial color in hexadecimal
<br
/>
</div>
<h2>
Properties
</h2>
<h3>
.[page:Float r]
</h3>
<div>
Red channel value between 0 and 1. Default is 1.
</div>
<h3>
.[page:Float g]
</h3>
<div>
Green channel value between 0 and 1. Default is 1.
</div>
<h3>
.[page:Float b]
</h3>
<div>
Blue channel value between 0 and 1. Default is 1.
</div>
<h2>
Methods
</h2>
<h3>
.copy( [page:Color color] ) [page:this]
</h3>
<div>
color — Color to copy.
</div>
<div>
Copies given color.
</div>
<h3>
.copyGammaToLinear( [page:Color color] ) [page:this]
</h3>
<div>
color — Color to copy.
</div>
<div>
Copies given color making conversion from gamma to linear space.
</div>
<h3>
.copyLinearToGamma( [page:Color color] ) [page:this]
</h3>
<div>
color — Color to copy.
</div>
<div>
Copies given color making conversion from linear to gamma space.
</div>
<h3>
.convertGammaToLinear() [page:this]
</h3>
<div>
Converts this color from gamma to linear space.
</div>
<h3>
.convertLinearToGamma() [page:this]
</h3>
<div>
Converts this color from linear to gamma space.
</div>
<h3>
.setRGB( [page:Float r], [page:Float g], [page:Float b] ) [page:this]
</h3>
<div>
r — Red channel value between 0 and 1.
<br
/>
g — Green channel value between 0 and 1.
<br
/>
b — Blue channel value between 0 and 1.
</div>
<div>
Sets this color from RGB values.
</div>
<h3>
.setHSV( [page:Float h], [page:Float s], [page:Float v] ) [page:this]
</h3>
<div>
h — Hue channel value between 0 and 1.
<br
/>
s — Saturation value channel between 0 and 1.
<br
/>
v — Value channel value between 0 and 1.
</div>
<div>
Sets this color from HSV values.
<br
/>
Based on MochiKit implementation by Bob Ippolito.
</div>
<h3>
.setHex( [page:Integer hex] ) [page:this]
</h3>
<div>
hex — Color in hexadecimal.
<br
/>
</div>
<div>
Sets this color from a hexadecimal value.
</div>
<h3>
.getHex() [page:Integer]
</h3>
<div>
Returns the value of this color in hexadecimal.
</div>
<h3>
.getContextStyle() [page:String]
</h3>
<div>
Returns the value of this color in CSS context style.
<br
/>
Example: rgb(r, g, b)
</div>
<h3>
.clone() [page:Color]
</h3>
<div>
Clones this color.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Represents a color. See also [page:ColorUtils].
</div>
<h2>
Example
</h2>
<code>
var color = new THREE.Color( 0xff0000 );
</code>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Integer hex])
</h3>
<div>
hex — initial color in hexadecimal
<br
/>
</div>
<h2>
Properties
</h2>
<h3>
.[page:Float r]
</h3>
<div>
Red channel value between 0 and 1. Default is 1.
</div>
<h3>
.[page:Float g]
</h3>
<div>
Green channel value between 0 and 1. Default is 1.
</div>
<h3>
.[page:Float b]
</h3>
<div>
Blue channel value between 0 and 1. Default is 1.
</div>
<h2>
Methods
</h2>
<h3>
.copy( [page:Color color] ) [page:this]
</h3>
<div>
color — Color to copy.
</div>
<div>
Copies given color.
</div>
<h3>
.copyGammaToLinear( [page:Color color] ) [page:this]
</h3>
<div>
color — Color to copy.
</div>
<div>
Copies given color making conversion from gamma to linear space.
</div>
<h3>
.copyLinearToGamma( [page:Color color] ) [page:this]
</h3>
<div>
color — Color to copy.
</div>
<div>
Copies given color making conversion from linear to gamma space.
</div>
<h3>
.convertGammaToLinear() [page:this]
</h3>
<div>
Converts this color from gamma to linear space.
</div>
<h3>
.convertLinearToGamma() [page:this]
</h3>
<div>
Converts this color from linear to gamma space.
</div>
<h3>
.setRGB( [page:Float r], [page:Float g], [page:Float b] ) [page:this]
</h3>
<div>
r — Red channel value between 0 and 1.
<br
/>
g — Green channel value between 0 and 1.
<br
/>
b — Blue channel value between 0 and 1.
</div>
<div>
Sets this color from RGB values.
</div>
<h3>
.setHSV( [page:Float h], [page:Float s], [page:Float v] ) [page:this]
</h3>
<div>
h — Hue channel value between 0 and 1.
<br
/>
s — Saturation value channel between 0 and 1.
<br
/>
v — Value channel value between 0 and 1.
</div>
<div>
Sets this color from HSV values.
<br
/>
Based on MochiKit implementation by Bob Ippolito.
</div>
<h3>
.setHex( [page:Integer hex] ) [page:this]
</h3>
<div>
hex — Color in hexadecimal.
<br
/>
</div>
<div>
Sets this color from a hexadecimal value.
</div>
<h3>
.getHex() [page:Integer]
</h3>
<div>
Returns the value of this color in hexadecimal.
</div>
<h3>
.getContextStyle() [page:String]
</h3>
<div>
Returns the value of this color in CSS context style.
<br
/>
Example: rgb(r, g, b)
</div>
<h3>
.clone() [page:Color]
</h3>
<div>
Clones this color.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Face3.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<div
class=
"desc"
>
Triangle face.
</div>
<h2>
Example
</h2>
<code>
var face = new THREE.Face3( 0, 1, 2, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );
</code>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Integer a], [page:Integer b], [page:Integer c], [page:Vector3 normal], [page:Color color], [page:Integer materialIndex] )
</h3>
<div>
a — Vertex A index.
<br
/>
b — Vertex B index.
<br
/>
c — Vertex C index.
<br
/>
normal — Face normal or array of vertex normals.
<br
/>
color — Face color or array of vertex colors.
<br
/>
materialIndex — Material index.
</div>
<h2>
Properties
</h2>
<h3>
.[page:Integer a]
</h3>
<div>
Vertex A index.
</div>
<h3>
.[page:Integer b]
</h3>
<div>
Vertex B index.
</div>
<h3>
.[page:Integer c]
</h3>
<div>
Vertex C index.
</div>
<h3>
.[page:Vector3 normal]
</h3>
<div>
Face normal.
</div>
<h3>
.[page:Color color]
</h3>
<div>
Face color.
</div>
<h3>
.[page:Array vertexNormals]
</h3>
<div>
Array of 3 vertex normals.
</div>
<h3>
.[page:Array vertexColors]
</h3>
<div>
Array of 3 vertex colors.
</div>
<h3>
.[page:Array vertexTangets]
</h3>
<div>
Array of 3 vertex tangets.
</div>
<h3>
.[page:Integer materialIndex]
</h3>
<div>
Material index (points to [page:Geometry Geometry.materials]).
</div>
<h3>
.[page:Vector3 centroid]
</h3>
<div>
Face centroid.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Triangle face.
</div>
<h2>
Example
</h2>
<code>
var face = new THREE.Face3( 0, 1, 2, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );
</code>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Integer a], [page:Integer b], [page:Integer c], [page:Vector3 normal], [page:Color color], [page:Integer materialIndex] )
</h3>
<div>
a — Vertex A index.
<br
/>
b — Vertex B index.
<br
/>
c — Vertex C index.
<br
/>
normal — Face normal or array of vertex normals.
<br
/>
color — Face color or array of vertex colors.
<br
/>
materialIndex — Material index.
</div>
<h2>
Properties
</h2>
<h3>
.[page:Integer a]
</h3>
<div>
Vertex A index.
</div>
<h3>
.[page:Integer b]
</h3>
<div>
Vertex B index.
</div>
<h3>
.[page:Integer c]
</h3>
<div>
Vertex C index.
</div>
<h3>
.[page:Vector3 normal]
</h3>
<div>
Face normal.
</div>
<h3>
.[page:Color color]
</h3>
<div>
Face color.
</div>
<h3>
.[page:Array vertexNormals]
</h3>
<div>
Array of 3 vertex normals.
</div>
<h3>
.[page:Array vertexColors]
</h3>
<div>
Array of 3 vertex colors.
</div>
<h3>
.[page:Array vertexTangets]
</h3>
<div>
Array of 3 vertex tangets.
</div>
<h3>
.[page:Integer materialIndex]
</h3>
<div>
Material index (points to [page:Geometry Geometry.materials]).
</div>
<h3>
.[page:Vector3 centroid]
</h3>
<div>
Face centroid.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Face4.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<div
class=
"desc"
>
Quad face.
</div>
<h2>
Example
</h2>
<code>
var face = new THREE.Face4( 0, 1, 2, 3, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );
</code>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Integer a], [page:Integer b], [page:Integer c], [page:Integer d], [page:Vector3 normal], [page:Color color], [page:Integer materialIndex] )
</h3>
<div>
a — Vertex A index.
<br
/>
b — Vertex B index.
<br
/>
c — Vertex C index.
<br
/>
d — Vertex D index.
<br
/>
normal — Face normal or array of vertex normals.
<br
/>
color — Face color or array of vertex colors.
<br
/>
materialIndex — Material index.
</div>
<h2>
Properties
</h2>
<h3>
.[page:Integer a]
</h3>
<div>
Vertex A index.
</div>
<h3>
.[page:Integer b]
</h3>
<div>
Vertex B index.
</div>
<h3>
.[page:Integer c]
</h3>
<div>
Vertex C index.
</div>
<h3>
.[page:Integer d]
</h3>
<div>
Vertex D index.
</div>
<h3>
.[page:Vector3 normal]
</h3>
<div>
Face normal.
</div>
<h3>
.[page:Color color]
</h3>
<div>
Face color.
</div>
<h3>
.[page:Array vertexNormals]
</h3>
<div>
Array of 4 vertex normals.
</div>
<h3>
.[page:Array vertexColors]
</h3>
<div>
Array of 4 vertex colors.
</div>
<h3>
.[page:Array vertexTangets]
</h3>
<div>
Array of 4 vertex tangets.
</div>
<h3>
.[page:Integer materialIndex]
</h3>
<div>
Material index (points to [page:Geometry Geometry.materials]).
</div>
<h3>
.[page:Vector3 centroid]
</h3>
<div>
Face centroid.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Quad face.
</div>
<h2>
Example
</h2>
<code>
var face = new THREE.Face4( 0, 1, 2, 3, new THREE.Vector3( 0, 1, 0 ), new THREE.Color( 0xffaa00 ), 0 );
</code>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Integer a], [page:Integer b], [page:Integer c], [page:Integer d], [page:Vector3 normal], [page:Color color], [page:Integer materialIndex] )
</h3>
<div>
a — Vertex A index.
<br
/>
b — Vertex B index.
<br
/>
c — Vertex C index.
<br
/>
d — Vertex D index.
<br
/>
normal — Face normal or array of vertex normals.
<br
/>
color — Face color or array of vertex colors.
<br
/>
materialIndex — Material index.
</div>
<h2>
Properties
</h2>
<h3>
.[page:Integer a]
</h3>
<div>
Vertex A index.
</div>
<h3>
.[page:Integer b]
</h3>
<div>
Vertex B index.
</div>
<h3>
.[page:Integer c]
</h3>
<div>
Vertex C index.
</div>
<h3>
.[page:Integer d]
</h3>
<div>
Vertex D index.
</div>
<h3>
.[page:Vector3 normal]
</h3>
<div>
Face normal.
</div>
<h3>
.[page:Color color]
</h3>
<div>
Face color.
</div>
<h3>
.[page:Array vertexNormals]
</h3>
<div>
Array of 4 vertex normals.
</div>
<h3>
.[page:Array vertexColors]
</h3>
<div>
Array of 4 vertex colors.
</div>
<h3>
.[page:Array vertexTangets]
</h3>
<div>
Array of 4 vertex tangets.
</div>
<h3>
.[page:Integer materialIndex]
</h3>
<div>
Material index (points to [page:Geometry Geometry.materials]).
</div>
<h3>
.[page:Vector3 centroid]
</h3>
<div>
Face centroid.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Frustum.html
浏览文件 @
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<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
></div>
<div
class=
"desc"
></div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Array planes]
</h3>
<div>
Array of 6 [page:Vector4 vectors].
</div>
<h3>
.[page:Array planes]
</h3>
<div>
Array of 6 [page:Vector4 vectors].
</div>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.setFromMatrix( [page:Matrix4 matrix] )
</h3>
<h3>
.setFromMatrix( [page:Matrix4 matrix] )
</h3>
<h3>
.contains( [page:Object3D object] ) [page:Boolean]
</h3>
<div>
Checks whether the object is inside the Frustum.
</div>
<h3>
.contains( [page:Object3D object] ) [page:Boolean]
</h3>
<div>
Checks whether the object is inside the Frustum.
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Geometry.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<div
class=
"desc"
>
Base class for geometries
</div>
<h2>
Example
</h2>
<code>
var geometry = new THREE.Geometry()
geometry.vertices.push( new THREE.Vector3( -10, 10, 0 ) );
geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
geometry.vertices.push( new THREE.Vector3( 10, -10, 0 ) );
geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
geometry.computeBoundingSphere();
</code>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h3>
.[page:Integer id]
</h3>
<div>
Unique number of this geometry instance
</div>
<h3>
.[page:Array vertices]
</h3>
<div>
Array of [page:Vector3 vertices].
</div>
<h3>
.[page:Array colors]
</h3>
<div>
Array of vertex [page:Color colors], matching number and order of vertices.
<br
/>
Used in [page:ParticleSystem], [page:Line] and [page:Ribbon].
<br
/>
[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.
</div>
<h3>
.[page:Array materials]
</h3>
<div>
Array of [page:Material materials].
</div>
<h3>
.[page:Array faces]
</h3>
<div>
Array of [page:Face3 triangles] or/and [page:Face4 quads].
</div>
<h3>
.[page:Array faceUvs]
</h3>
<div>
Array of face [page:UV] layers.
<br
/>
Each UV layer is an array of [page:UV] matching order and number of faces.
</div>
<h3>
.[page:Array faceVertexUvs]
</h3>
<div>
Array of face [page:UV] layers.
<br
/>
Each UV layer is an array of [page:UV] matching order and number of vertices in faces.
</div>
<h3>
.[page:Array morphTargets]
</h3>
<div>
Array of morph targets. Each morph target is JS object:
<code>
{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }
</code>
Morph vertices match number and order of primary vertices.
</div>
<h3>
.[page:Array morphColors]
</h3>
<div>
Array of morph colors. Morph colors have similar structure as morph targets, each color set is JS object:
<code>
morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }
</code>
Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
</div>
<h3>
.[page:Array skinWeights]
</h3>
<div>
Array of skinning weights, matching number and order of vertices.
</div>
<h3>
.[page:Array skinIndices]
</h3>
<div>
Array of skinning indices, matching number and order of vertices.
</div>
<h3>
.[page:Object boundingBox]
</h3>
<div>
Bounding box.
<code>
{ min: new THREE.Vector3(), max: new THREE.Vector3() }
</code>
</div>
<h3>
.[page:Object boundingSphere]
</h3>
<div>
Bounding sphere.
<code>
{ radius: float }
</code>
</div>
<h3>
.[page:Boolean hasTangents]
</h3>
<div>
True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
</div>
<h3>
.[page:Boolean dynamic]
</h3>
<div>
Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).
<br/>
Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.
</div>
<h2>
Methods
</h2>
<h3>
.applyMatrix( [page:Matrix4 matrix] )
</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>
<h3>
.computeCentroids()
</h3>
<div>
Computes centroids for all faces.
</div>
<h3>
.computeFaceNormals()
</h3>
<div>
Computes face normals.
</div>
<h3>
.computeVertexNormals()
</h3>
<div>
Computes vertex normals by averaging face normals.
<br
/>
Face normals must be existing / computed beforehand.
</div>
<h3>
.computeTangents()
</h3>
<div>
Computes vertex tangents.
<br
/>
Based on [link:http://www.terathon.com/code/tangent.html]
<br
/>
Geometry must have vertex [page:UV UVs] (layer 0 will be used).
</div>
<h3>
.computeBoundingBox()
</h3>
<div>
Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
</div>
<h3>
.computeBoundingSphere()
</h3>
<div>
Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
</div>
<h3>
.mergeVertices()
</h3>
<div>
Checks for duplicate vertices using hashmap.
<br
/>
Duplicated vertices are removed and faces' vertices are updated.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Base class for geometries
</div>
<h2>
Example
</h2>
<code>
var geometry = new THREE.Geometry()
geometry.vertices.push( new THREE.Vector3( -10, 10, 0 ) );
geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
geometry.vertices.push( new THREE.Vector3( 10, -10, 0 ) );
geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
geometry.computeBoundingSphere();
</code>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h3>
.[page:Integer id]
</h3>
<div>
Unique number of this geometry instance
</div>
<h3>
.[page:Array vertices]
</h3>
<div>
Array of [page:Vector3 vertices].
</div>
<h3>
.[page:Array colors]
</h3>
<div>
Array of vertex [page:Color colors], matching number and order of vertices.
<br
/>
Used in [page:ParticleSystem], [page:Line] and [page:Ribbon].
<br
/>
[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.
</div>
<h3>
.[page:Array materials]
</h3>
<div>
Array of [page:Material materials].
</div>
<h3>
.[page:Array faces]
</h3>
<div>
Array of [page:Face3 triangles] or/and [page:Face4 quads].
</div>
<h3>
.[page:Array faceUvs]
</h3>
<div>
Array of face [page:UV] layers.
<br
/>
Each UV layer is an array of [page:UV] matching order and number of faces.
</div>
<h3>
.[page:Array faceVertexUvs]
</h3>
<div>
Array of face [page:UV] layers.
<br
/>
Each UV layer is an array of [page:UV] matching order and number of vertices in faces.
</div>
<h3>
.[page:Array morphTargets]
</h3>
<div>
Array of morph targets. Each morph target is JS object:
<code>
{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }
</code>
Morph vertices match number and order of primary vertices.
</div>
<h3>
.[page:Array morphColors]
</h3>
<div>
Array of morph colors. Morph colors have similar structure as morph targets, each color set is JS object:
<code>
morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }
</code>
Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
</div>
<h3>
.[page:Array skinWeights]
</h3>
<div>
Array of skinning weights, matching number and order of vertices.
</div>
<h3>
.[page:Array skinIndices]
</h3>
<div>
Array of skinning indices, matching number and order of vertices.
</div>
<h3>
.[page:Object boundingBox]
</h3>
<div>
Bounding box.
<code>
{ min: new THREE.Vector3(), max: new THREE.Vector3() }
</code>
</div>
<h3>
.[page:Object boundingSphere]
</h3>
<div>
Bounding sphere.
<code>
{ radius: float }
</code>
</div>
<h3>
.[page:Boolean hasTangents]
</h3>
<div>
True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
</div>
<h3>
.[page:Boolean dynamic]
</h3>
<div>
Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).
<br/>
Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.
</div>
<h2>
Methods
</h2>
<h3>
.applyMatrix( [page:Matrix4 matrix] )
</h3>
<div>
Bakes matrix transform directly into vertex coordinates.
</div>
<h3>
.computeCentroids()
</h3>
<div>
Computes centroids for all faces.
</div>
<h3>
.computeFaceNormals()
</h3>
<div>
Computes face normals.
</div>
<h3>
.computeVertexNormals()
</h3>
<div>
Computes vertex normals by averaging face normals.
<br
/>
Face normals must be existing / computed beforehand.
</div>
<h3>
.computeTangents()
</h3>
<div>
Computes vertex tangents.
<br
/>
Based on [link:http://www.terathon.com/code/tangent.html]
<br
/>
Geometry must have vertex [page:UV UVs] (layer 0 will be used).
</div>
<h3>
.computeBoundingBox()
</h3>
<div>
Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
</div>
<h3>
.computeBoundingSphere()
</h3>
<div>
Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
</div>
<h3>
.mergeVertices()
</h3>
<div>
Checks for duplicate vertices using hashmap.
<br
/>
Duplicated vertices are removed and faces' vertices are updated.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Math.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<div
class=
"desc"
>
Math utility functions
</div>
<h2>
Methods
</h2>
<h3>
.clamp( [page:Float x], [page:Float a], [page:Float b] ) [page:Float]
</h3>
<div>
x — Value to be clamped.
<br
/>
a — Minimum value
<br
/>
b — Maximum value.
</div>
<div>
Clamps the *x* to be between *a* and *b*.
</div>
<h3>
.clampBottom( [page:Float x], [page:Float a] ) [page:Float]
</h3>
<div>
x — Value to be clamped.
<br
/>
a — Minimum value
</div>
<div>
Clamps the *x* to be larger than *a*.
</div>
<h3>
.mapLinear( [page:Float x], [page:Float a] ) [page:Float]
</h3>
<div>
x — Value to be mapped.
<br
/>
a1 — Minimum value for range A.
<br
/>
a2 — Maximum value for range A.
<br
/>
b1 — Minimum value for range B.
<br
/>
b2 — Maximum value for range B.
</div>
<div>
Linear mapping of *x* from range [*a1*, *a2*] to range [*b1*, *b2*].
</div>
<h3>
.random16() [page:Float]
</h3>
<div>
Random float from 0 to 1 with 16 bits of randomness.
<br
/>
Standard Math.random() creates repetitive patterns when applied over larger space.
</div>
<h3>
.randInt( [page:Integer low], [page:Integer high] ) [page:Integer]
</h3>
<div>
Random integer from *low* to *high* interval.
</div>
<h3>
.randFloat( [page:Float low], [page:Float high] ) [page:Float]
</h3>
<div>
Random float from *low* to *high* interval.
</div>
<h3>
.randFloatSpread( [page:Float range] ) [page:Float]
</h3>
<div>
Random float from *- range / 2* to *range / 2* interval.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Math utility functions
</div>
<h2>
Methods
</h2>
<h3>
.clamp( [page:Float x], [page:Float a], [page:Float b] ) [page:Float]
</h3>
<div>
x — Value to be clamped.
<br
/>
a — Minimum value
<br
/>
b — Maximum value.
</div>
<div>
Clamps the *x* to be between *a* and *b*.
</div>
<h3>
.clampBottom( [page:Float x], [page:Float a] ) [page:Float]
</h3>
<div>
x — Value to be clamped.
<br
/>
a — Minimum value
</div>
<div>
Clamps the *x* to be larger than *a*.
</div>
<h3>
.mapLinear( [page:Float x], [page:Float a] ) [page:Float]
</h3>
<div>
x — Value to be mapped.
<br
/>
a1 — Minimum value for range A.
<br
/>
a2 — Maximum value for range A.
<br
/>
b1 — Minimum value for range B.
<br
/>
b2 — Maximum value for range B.
</div>
<div>
Linear mapping of *x* from range [*a1*, *a2*] to range [*b1*, *b2*].
</div>
<h3>
.random16() [page:Float]
</h3>
<div>
Random float from 0 to 1 with 16 bits of randomness.
<br
/>
Standard Math.random() creates repetitive patterns when applied over larger space.
</div>
<h3>
.randInt( [page:Integer low], [page:Integer high] ) [page:Integer]
</h3>
<div>
Random integer from *low* to *high* interval.
</div>
<h3>
.randFloat( [page:Float low], [page:Float high] ) [page:Float]
</h3>
<div>
Random float from *low* to *high* interval.
</div>
<h3>
.randFloatSpread( [page:Float range] ) [page:Float]
</h3>
<div>
Random float from *- range / 2* to *range / 2* interval.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Matrix3.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
A 3x3 matrix.
</div>
<div
class=
"desc"
>
A 3x3 matrix.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Array m]
</h3>
<div>
Array with matrix values.
</div>
<h3>
.[page:Array m]
</h3>
<div>
Array with matrix values.
</div>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.transpose() [page:Matrix3]
</h3>
<div>
Transposes this matrix in place.
</div>
<h3>
.transpose() [page:Matrix3]
</h3>
<div>
Transposes this matrix in place.
</div>
<h3>
.transposeIntoArray( [page:Array r] ) [page:Array]
</h3>
<div>
Transposes this matrix into supplied array.
</div>
<h3>
.transposeIntoArray( [page:Array r] ) [page:Array]
</h3>
<div>
Transposes this matrix into supplied array.
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Matrix4.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
A 4x4 Matrix.
</div>
<div
class=
"desc"
>
A 4x4 Matrix.
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
<code>
// Simple rig for rotating around 3 axes
<code>
// Simple rig for rotating around 3 axes
var m = new THREE.Matrix4();
var m = new THREE.Matrix4();
var m1 = new THREE.Matrix4();
var m2 = new THREE.Matrix4();
var m3 = new THREE.Matrix4();
var m1 = new THREE.Matrix4();
var m2 = new THREE.Matrix4();
var m3 = new THREE.Matrix4();
var alpha = 0;
var beta = Math.PI;
var gamma = Math.PI/2;
var alpha = 0;
var beta = Math.PI;
var gamma = Math.PI/2;
m1.setRotationX( alpha );
m2.setRotationY( beta );
m3.setRotationZ( gamma );
m1.setRotationX( alpha );
m2.setRotationY( beta );
m3.setRotationZ( gamma );
m.multiply( m1, m2 );
m.multiplySelf( m3 );
</code>
m.multiply( m1, m2 );
m.multiplySelf( m3 );
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )
</h3>
<h3>
[name]( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] )
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float32Array elements]
</h3>
<h3>
.[page:Float32Array elements]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.set( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] ) [page:Matrix4]
</h3>
<div>
Sets all fields of this matrix.
</div>
<h3>
.set( [page:Float n11], [page:Float n12], [page:Float n13], [page:Float n14], [page:Float n21], [page:Float n22], [page:Float n23], [page:Float n24], [page:Float n31], [page:Float n32], [page:Float n33], [page:Float n34], [page:Float n41], [page:Float n42], [page:Float n43], [page:Float n44] ) [page:Matrix4]
</h3>
<div>
Sets all fields of this matrix.
</div>
<h3>
.identity() [page:Matrix4]
</h3>
<div>
Resets this matrix to identity.
</div>
<h3>
.identity() [page:Matrix4]
</h3>
<div>
Resets this matrix to identity.
</div>
<h3>
.copy( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Copies a matrix *m* into this matrix.
</div>
<h3>
.lookAt( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4]
</h3>
<div>
Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
</div>
<h3>
.multiply( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to *a x b*.
</div>
<h3>
.multiplySelf( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Multiplies this matrix by *m*.
</div>
<h3>
.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to *a x b* and sets result into flat array *r*.
<br
/>
Destination array can be regular Array or TypedArray.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Matrix4]
</h3>
<div>
Multiplies this matrix by *s*.
</div>
<h3>
.multiplyVector3( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Applies this matrix to *v*.
</div>
<h3>
.multiplyVector4( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Applies this matrix to *v*.
</div>
<h3>
.rotateAxis( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Applies rotation submatrix of this matrix to vector *v* and then normalizes it.
</div>
<h3>
.crossVector( [page:Vector4 a] ) [page:Vector4]
</h3>
<h3>
.determinant() [page:Float]
</h3>
<div>
Computes determinant of this matrix.
<br
/>
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
</div>
<h3>
.transpose() [page:Matrix4]
</h3>
<div>
Transposes this matrix.
</div>
<h3>
.flatten() [page:Array]
</h3>
<div>
Flattens this matrix into internal [page:Matrix4 Matrix4.flat] array.
</div>
<h3>
.flattenToArray( [page:Array flat] ) [page:Array]
</h3>
<div>
Flattens this matrix into supplied *flat* array.
</div>
<h3>
.flattenToArrayOffset( [page:Array flat], [page:Integer offset] ) [page:Array]
</h3>
<div>
Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
</div>
<h3>
.setTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]
</h3>
<div>
Sets this matrix as translation transform.
</div>
<h3>
.setScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]
</h3>
<div>
Sets this matrix as scale transform.
</div>
<h3>
.makeRotationX( [page:Float theta] ) [page:Matrix4]
</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around x axis by *theta* radians.
</div>
<h3>
.makeRotationY( [page:Float theta] ) [page:Matrix4]
</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around y axis by *theta* radians.
</div>
<h3>
.makeRotationZ( [page:Float theta] ) [page:Matrix4]
</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around z axis by *theta* radians.
</div>
<h3>
.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]
</h3>
<div>
axis — Rotation axis.
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around *axis* by *angle* radians.
<br
/>
Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
</div>
<h3>
.setPosition( [page:Vector3 v] ) [page:Matrix4]
</h3>
<div>
Sets the position component for this matrix from vector *v*.
</div>
<h3>
.getPosition() [page:Vector3]
</h3>
<div>
Returns position component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getColumnX() [page:Vector3]
</h3>
<div>
Returns x column component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getColumnY() [page:Vector3]
</h3>
<div>
Returns y column component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getColumnZ() [page:Vector3]
</h3>
<div>
Returns z column component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getInverse( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to inverse of matrix *m*.
<br
/>
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
</div>
<h3>
.setRotationFromEuler( [page:Vector3 v], [page:String order] ) [page:Matrix4]
</h3>
<div>
v — Rotation vector.
order — The order of rotations. Eg. "XYZ".
</div>
<div>
Sets rotation submatrix of this matrix to rotation specified by Euler angles.
<br
/>
Default order "XYZ".
</div>
<h3>
.setRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4]
</h3>
<div>
Sets rotation submatrix of this matrix to rotation specified by *q*.
</div>
<h3>
.scale( [page:Vector3 v] ) [page:Matrix4]
</h3>
<div>
Multiplies columns of this matrix by vector *v*.
</div>
<h3>
.compose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to transform composed of *translation*, *rotation* and *scale*.
</div>
<h3>
.decompose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Array]
</h3>
<div>
Decomposes this matrix into *translation*, *rotation* and *scale* components.
<br
/>
If parameters are not supplied, new instances will be created.
</div>
<h3>
.extractPosition( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Copies translation component of supplied matrix *m* into this matrix translation.
</div>
<h3>
.extractRotation( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Copies rotation component of supplied matrix *m* into this matrix rotation.
</div>
<h3>
.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around supplied *axis* by *angle*.
</div>
<h3>
.rotateX( [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around x axis by *angle*.
</div>
<h3>
.rotateY( [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around y axis by *angle*.
</div>
<h3>
.rotateZ( [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around z axis by *angle*.
</div>
<h3>
.translate( [page:Vector3 v] ) [page:Matrix4]
</h3>
<div>
Translates this matrix by vector *v*.
</div>
<h3>
.clone() [page:Matrix4]
</h3>
<div>
Clones this matrix.
</div>
<h2>
Static methods
</h2>
<h3>
.makeInvert3x3( [page:Matrix4 m] ) [page:Matrix3]
</h3>
<div>
Inverts just rotation submatrix of matrix *m*.
<br
/>
Note: this method returns a reference to internal 3x3 matrix, make copy or clone if you don't use it right away.
<br
/>
Based on [link:http://code.google.com/p/webgl-mjs/].
</div>
<h3>
.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]
</h3>
<div>
Creates frustum matrix.
</div>
<h3>
.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4]
</h3>
<div>
Creates perspective projection matrix.
</div>
<h3>
.makeOrtho( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]
</h3>
<div>
Creates orthographic projection matrix.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
<h3>
.copy( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Copies a matrix *m* into this matrix.
</div>
<h3>
.lookAt( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], ) [page:Matrix4]
</h3>
<div>
Constructs a rotation matrix, looking from *eye* towards *center* with defined *up* vector.
</div>
<h3>
.multiply( [page:Matrix4 a], [page:Matrix4 b] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to *a x b*.
</div>
<h3>
.multiplySelf( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Multiplies this matrix by *m*.
</div>
<h3>
.multiplyToArray( [page:Matrix4 a], [page:Matrix4 b], [page:Array r] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to *a x b* and sets result into flat array *r*.
<br
/>
Destination array can be regular Array or TypedArray.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Matrix4]
</h3>
<div>
Multiplies this matrix by *s*.
</div>
<h3>
.multiplyVector3( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Applies this matrix to *v*.
</div>
<h3>
.multiplyVector4( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Applies this matrix to *v*.
</div>
<h3>
.rotateAxis( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Applies rotation submatrix of this matrix to vector *v* and then normalizes it.
</div>
<h3>
.crossVector( [page:Vector4 a] ) [page:Vector4]
</h3>
<h3>
.determinant() [page:Float]
</h3>
<div>
Computes determinant of this matrix.
<br
/>
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
</div>
<h3>
.transpose() [page:Matrix4]
</h3>
<div>
Transposes this matrix.
</div>
<h3>
.flatten() [page:Array]
</h3>
<div>
Flattens this matrix into internal [page:Matrix4 Matrix4.flat] array.
</div>
<h3>
.flattenToArray( [page:Array flat] ) [page:Array]
</h3>
<div>
Flattens this matrix into supplied *flat* array.
</div>
<h3>
.flattenToArrayOffset( [page:Array flat], [page:Integer offset] ) [page:Array]
</h3>
<div>
Flattens this matrix into supplied *flat* array starting from *offset* position in the array.
</div>
<h3>
.setTranslation( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]
</h3>
<div>
Sets this matrix as translation transform.
</div>
<h3>
.setScale( [page:Float x], [page:Float y], [page:Float z] ) [page:Matrix4]
</h3>
<div>
Sets this matrix as scale transform.
</div>
<h3>
.makeRotationX( [page:Float theta] ) [page:Matrix4]
</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around x axis by *theta* radians.
</div>
<h3>
.makeRotationY( [page:Float theta] ) [page:Matrix4]
</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around y axis by *theta* radians.
</div>
<h3>
.makeRotationZ( [page:Float theta] ) [page:Matrix4]
</h3>
<div>
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around z axis by *theta* radians.
</div>
<h3>
.makeRotationAxis( [page:Vector3 axis], [page:Float theta] ) [page:Matrix4]
</h3>
<div>
axis — Rotation axis.
theta — Rotation angle in radians.
</div>
<div>
Sets this matrix as rotation transform around *axis* by *angle* radians.
<br
/>
Based on [link:http://www.gamedev.net/reference/articles/article1199.asp].
</div>
<h3>
.setPosition( [page:Vector3 v] ) [page:Matrix4]
</h3>
<div>
Sets the position component for this matrix from vector *v*.
</div>
<h3>
.getPosition() [page:Vector3]
</h3>
<div>
Returns position component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getColumnX() [page:Vector3]
</h3>
<div>
Returns x column component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getColumnY() [page:Vector3]
</h3>
<div>
Returns y column component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getColumnZ() [page:Vector3]
</h3>
<div>
Returns z column component from this matrix.
<br
/>
Note: this method returns a reference to internal class vector, make copy or clone if you don't use it right away.
</div>
<h3>
.getInverse( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to inverse of matrix *m*.
<br
/>
Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm].
</div>
<h3>
.setRotationFromEuler( [page:Vector3 v], [page:String order] ) [page:Matrix4]
</h3>
<div>
v — Rotation vector.
order — The order of rotations. Eg. "XYZ".
</div>
<div>
Sets rotation submatrix of this matrix to rotation specified by Euler angles.
<br
/>
Default order "XYZ".
</div>
<h3>
.setRotationFromQuaternion( [page:Quaternion q] ) [page:Matrix4]
</h3>
<div>
Sets rotation submatrix of this matrix to rotation specified by *q*.
</div>
<h3>
.scale( [page:Vector3 v] ) [page:Matrix4]
</h3>
<div>
Multiplies columns of this matrix by vector *v*.
</div>
<h3>
.compose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Matrix4]
</h3>
<div>
Sets this matrix to transform composed of *translation*, *rotation* and *scale*.
</div>
<h3>
.decompose( [page:Vector3 translation], [page:Quaternion rotation], [page:Vector3 scale] ) [page:Array]
</h3>
<div>
Decomposes this matrix into *translation*, *rotation* and *scale* components.
<br
/>
If parameters are not supplied, new instances will be created.
</div>
<h3>
.extractPosition( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Copies translation component of supplied matrix *m* into this matrix translation.
</div>
<h3>
.extractRotation( [page:Matrix4 m] ) [page:Matrix4]
</h3>
<div>
Copies rotation component of supplied matrix *m* into this matrix rotation.
</div>
<h3>
.rotateByAxis( [page:Vector3 axis], [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around supplied *axis* by *angle*.
</div>
<h3>
.rotateX( [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around x axis by *angle*.
</div>
<h3>
.rotateY( [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around y axis by *angle*.
</div>
<h3>
.rotateZ( [page:Float angle] ) [page:Matrix4]
</h3>
<div>
Rotates this matrix around z axis by *angle*.
</div>
<h3>
.translate( [page:Vector3 v] ) [page:Matrix4]
</h3>
<div>
Translates this matrix by vector *v*.
</div>
<h3>
.clone() [page:Matrix4]
</h3>
<div>
Clones this matrix.
</div>
<h2>
Static methods
</h2>
<h3>
.makeInvert3x3( [page:Matrix4 m] ) [page:Matrix3]
</h3>
<div>
Inverts just rotation submatrix of matrix *m*.
<br
/>
Note: this method returns a reference to internal 3x3 matrix, make copy or clone if you don't use it right away.
<br
/>
Based on [link:http://code.google.com/p/webgl-mjs/].
</div>
<h3>
.makeFrustum( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]
</h3>
<div>
Creates frustum matrix.
</div>
<h3>
.makePerspective( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] ) [page:Matrix4]
</h3>
<div>
Creates perspective projection matrix.
</div>
<h3>
.makeOrtho( [page:Float left], [page:Float right], [page:Float bottom], [page:Float top], [page:Float near], [page:Float far] ) [page:Matrix4]
</h3>
<div>
Creates orthographic projection matrix.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Object3D.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Base class for scene graph objects
</div>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h3>
.[page:Integer id]
</h3>
<div>
Unique number of this object instance.
</div>
<h3>
.[page:String name]
</h3>
<div>
Optional name of the object (doesn't have to be unique).
</div>
<div
class=
"desc"
>
Base class for scene graph objects
</div>
<h3>
.[page:Object3D parent]
</h3>
<div>
Object's parent in scene graph.
</div>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h3>
.[page:Integer id]
</h3>
<div>
Unique number of this object instance.
</div>
<h3>
.[page:String name]
</h3>
<div>
Optional name of the object (doesn't have to be unique).
</div>
<h3>
.[page:Object3D parent]
</h3>
<div>
Object's parent in scene graph.
</div>
<h3>
.[page:Object3D children]
</h3>
<div>
Array with object's children.
</div>
<h3>
.[page:Vector3 position]
</h3>
<div>
Object's local position.
</div>
<h3>
.[page:Vector3 rotation]
</h3>
<div>
Object's local rotation (Euler angles).
</div>
<h3>
.[page:String eulerOrder]
</h3>
<div>
Order of axis for Euler angles.
</div>
<h3>
.[page:Vector3 scale]
</h3>
<div>
Object's local scale.
</div>
<h3>
.[page:Vector3 up]
</h3>
<div>
Up direction.
</div>
<h3>
.[page:Vector3 matrix]
</h3>
<div>
Local transform.
</div>
<h3>
.[page:Vector3 matrixRotationWorld]
</h3>
<div>
Global rotation.
</div>
<h3>
.[page:Quaternion quaternion]
</h3>
<div>
Global rotation.
</div>
<h3>
.[page:Boolean useQuaternion]
</h3>
<div>
Use quaternion instead of Euler angles for specifying local rotation.
</div>
<h3>
.[page:Float boundRadius]
</h3>
<h3>
.[page:Float boundRadiusScale]
</h3>
<div>
Maximum scale from x, y, z scale components.
</div>
<h3>
.[page:Float renderDepth]
</h3>
<div>
Override depth-sorting order if non *null*.
</div>
<h3>
.[page:Boolean visible]
</h3>
<div>
Object gets rendered if *true*.
</div>
<h3>
.[page:Boolean doubleSided]
</h3>
<div>
Both sides of faces visible if *true*.
</div>
<h3>
.[page:Boolean flipSided]
</h3>
<div>
Backside of face visible if *true*.
</div>
<h3>
.[page:Boolean castShadow]
</h3>
<div>
Gets rendered into shadow map.
</div>
<h3>
.[page:Boolean receiveShadow]
</h3>
<div>
Material gets baked in shadow receiving.
</div>
<h3>
.[page:Boolean frustumCulled]
</h3>
<h3>
.[page:Boolean matrixAutoUpdate]
</h3>
<h3>
.[page:Boolean matrixWorldNeedsUpdate]
</h3>
<h3>
.[page:Boolean rotationAutoUpdate]
</h3>
<h2>
Methods
</h2>
<h3>
.translate( [page:Float distance], [page:Vector3 axis] )
</h3>
<div>
distance - Distance.
<br
/>
axis - Translation direction.
</div>
<div>
Translates object along arbitrary *axis* by *distance*.
</div>
<h3>
.translateX( [page:Float distance] )
</h3>
<div>
Translates object along x axis by distance.
</div>
<h3>
.translateY( [page:Float distance] )
</h3>
<div>
Translates object along y axis by distance.
</div>
<h3>
.translateZ( [page:Float distance] )
</h3>
<div>
Translates object along z axis by distance.
</div>
<h3>
.lookAt( [page:Vector3 vector] )
</h3>
<div>
Rotates object to face point in space.
</div>
<h3>
.add( [page:Object3D object] )
</h3>
<div>
Adds *object* as child of this object.
</div>
<h3>
.remove( [page:Object3D object] )
</h3>
<div>
Removes *object* as child of this object.
</div>
<h3>
.getChildByName( [page:String name], [page:Boolean recursive] )
</h3>
<div>
name - Object name.
<br
/>
recursive - Whether check in the objects's children.
</div>
<div>
Gets first child with name matching the argument. Searches whole subgraph recursively if *recursive* is true.
</div>
<h3>
.updateMatrix()
</h3>
<div>
Updates local transform.
</div>
<h3>
.updateMatrixWorld( [page:Boolean force] )
</h3>
<div>
Updates global transform of the object and its children.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
<h3>
.[page:Object3D children]
</h3>
<div>
Array with object's children.
</div>
<h3>
.[page:Vector3 position]
</h3>
<div>
Object's local position.
</div>
<h3>
.[page:Vector3 rotation]
</h3>
<div>
Object's local rotation (Euler angles).
</div>
<h3>
.[page:String eulerOrder]
</h3>
<div>
Order of axis for Euler angles.
</div>
<h3>
.[page:Vector3 scale]
</h3>
<div>
Object's local scale.
</div>
<h3>
.[page:Vector3 up]
</h3>
<div>
Up direction.
</div>
<h3>
.[page:Vector3 matrix]
</h3>
<div>
Local transform.
</div>
<h3>
.[page:Vector3 matrixRotationWorld]
</h3>
<div>
Global rotation.
</div>
<h3>
.[page:Quaternion quaternion]
</h3>
<div>
Global rotation.
</div>
<h3>
.[page:Boolean useQuaternion]
</h3>
<div>
Use quaternion instead of Euler angles for specifying local rotation.
</div>
<h3>
.[page:Float boundRadius]
</h3>
<h3>
.[page:Float boundRadiusScale]
</h3>
<div>
Maximum scale from x, y, z scale components.
</div>
<h3>
.[page:Float renderDepth]
</h3>
<div>
Override depth-sorting order if non *null*.
</div>
<h3>
.[page:Boolean visible]
</h3>
<div>
Object gets rendered if *true*.
</div>
<h3>
.[page:Boolean doubleSided]
</h3>
<div>
Both sides of faces visible if *true*.
</div>
<h3>
.[page:Boolean flipSided]
</h3>
<div>
Backside of face visible if *true*.
</div>
<h3>
.[page:Boolean castShadow]
</h3>
<div>
Gets rendered into shadow map.
</div>
<h3>
.[page:Boolean receiveShadow]
</h3>
<div>
Material gets baked in shadow receiving.
</div>
<h3>
.[page:Boolean frustumCulled]
</h3>
<h3>
.[page:Boolean matrixAutoUpdate]
</h3>
<h3>
.[page:Boolean matrixWorldNeedsUpdate]
</h3>
<h3>
.[page:Boolean rotationAutoUpdate]
</h3>
<h2>
Methods
</h2>
<h3>
.translate( [page:Float distance], [page:Vector3 axis] )
</h3>
<div>
distance - Distance.
<br
/>
axis - Translation direction.
</div>
<div>
Translates object along arbitrary *axis* by *distance*.
</div>
<h3>
.translateX( [page:Float distance] )
</h3>
<div>
Translates object along x axis by distance.
</div>
<h3>
.translateY( [page:Float distance] )
</h3>
<div>
Translates object along y axis by distance.
</div>
<h3>
.translateZ( [page:Float distance] )
</h3>
<div>
Translates object along z axis by distance.
</div>
<h3>
.lookAt( [page:Vector3 vector] )
</h3>
<div>
Rotates object to face point in space.
</div>
<h3>
.add( [page:Object3D object] )
</h3>
<div>
Adds *object* as child of this object.
</div>
<h3>
.remove( [page:Object3D object] )
</h3>
<div>
Removes *object* as child of this object.
</div>
<h3>
.getChildByName( [page:String name], [page:Boolean recursive] )
</h3>
<div>
name - Object name.
<br
/>
recursive - Whether check in the objects's children.
</div>
<div>
Gets first child with name matching the argument. Searches whole subgraph recursively if *recursive* is true.
</div>
<h3>
.updateMatrix()
</h3>
<div>
Updates local transform.
</div>
<h3>
.updateMatrixWorld( [page:Boolean force] )
</h3>
<div>
Updates global transform of the object and its children.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Projector.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Projects points between spaces.
</div>
<div
class=
"desc"
>
Projects points between spaces.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.projectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]
</h3>
<h3>
.projectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]
</h3>
<h3>
.unprojectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]
</h3>
<h3>
.unprojectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]
</h3>
<h3>
.pickingRay( [page:Vector3 vector], [page:Camera camera] ) [page:Ray]
</h3>
<div>
Translates a 2D point from NDC to a [page:Ray] that can be used for picking.
</div>
<h3>
.pickingRay( [page:Vector3 vector], [page:Camera camera] ) [page:Ray]
</h3>
<div>
Translates a 2D point from NDC to a [page:Ray] that can be used for picking.
</div>
<h3>
.projectGraph( [page:Object3D root], [page:Boolean sort] ) [page:Object]
</h3>
<h3>
.projectGraph( [page:Object3D root], [page:Boolean sort] ) [page:Object]
</h3>
<h3>
.projectScene( [page:Scene scene], [page:Camera camera], [page:Boolean sort] ) [page:Object]
</h3>
<h3>
.projectScene( [page:Scene scene], [page:Camera camera], [page:Boolean sort] ) [page:Object]
</h3>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Quaternion.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Implementation of a quaternion
</div>
<div
class=
"desc"
>
Implementation of a quaternion
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
<code>
var q = new THREE.Quaternion();
q.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
<code>
var q = new THREE.Quaternion();
q.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
var v = new THREE.Vector3( 1, 0, 0 );
q.multiplyVector3( v );
</code>
var v = new THREE.Vector3( 1, 0, 0 );
q.multiplyVector3( v );
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )
</h3>
<div>
x - x coordinate
<br
/>
y - y coordinate
<br
/>
z - z coordinate
<br
/>
w - w coordinate
</div>
<h3>
[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )
</h3>
<div>
x - x coordinate
<br
/>
y - y coordinate
<br
/>
z - z coordinate
<br
/>
w - w coordinate
</div>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float y]
</h3>
<h3>
.[page:Float y]
</h3>
<h3>
.[page:Float z]
</h3>
<h3>
.[page:Float z]
</h3>
<h3>
.[page:Float w]
</h3>
<h3>
.[page:Float w]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.set( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Quaternion]
</h3>
<div>
Sets values of this quaternion.
</div>
<h3>
.set( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Quaternion]
</h3>
<div>
Sets values of this quaternion.
</div>
<h3>
.copy( [page:Quaternion q] ) [page:Quaternion]
</h3>
<div>
Copies values of *q* to this quaternion.
</div>
<h3>
.copy( [page:Quaternion q] ) [page:Quaternion]
</h3>
<div>
Copies values of *q* to this quaternion.
</div>
<h3>
.setFromEuler( [page:Vector3 vector] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion from rotation specified by Euler angles.
</div>
<h3>
.setFromEuler( [page:Vector3 vector] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion from rotation specified by Euler angles.
</div>
<h3>
.setFromAxisAngle( [page:Vector3 axis], [page:Float angle] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion from rotation specified by axis and angle.
<br
/>
Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].
<br
/>
*Axis* have to be normalized, *angle* is in radians.
</div>
<h3>
.setFromAxisAngle( [page:Vector3 axis], [page:Float angle] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion from rotation specified by axis and angle.
<br
/>
Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].
<br
/>
*Axis* have to be normalized, *angle* is in radians.
</div>
<h3>
.setFromRotationMatrix( [page:Matrix4 m] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion from rotation component of *m*.
Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].
</div>
<h3>
.setFromRotationMatrix( [page:Matrix4 m] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion from rotation component of *m*.
Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].
</div>
<h3>
.calculateW() [page:Quaternion]
</h3>
<div>
Calculates *w* component of this quaternion.
</div>
<h3>
.calculateW() [page:Quaternion]
</h3>
<div>
Calculates *w* component of this quaternion.
</div>
<h3>
.inverse() [page:Quaternion]
</h3>
<div>
Inverts this quaternion.
</div>
<h3>
.inverse() [page:Quaternion]
</h3>
<div>
Inverts this quaternion.
</div>
<h3>
.length() [page:Float]
</h3>
<div>
Computes length of this quaternion.
</div>
<h3>
.length() [page:Float]
</h3>
<div>
Computes length of this quaternion.
</div>
<h3>
.normalize() [page:Quaternion]
</h3>
<div>
Normalizes this quaternion.
</div>
<h3>
.normalize() [page:Quaternion]
</h3>
<div>
Normalizes this quaternion.
</div>
<h3>
.multiply( [page:Quaternion a], [page:Quaternion b] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion to *a x b*
<br
/>
Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm].
</div>
<h3>
.multiply( [page:Quaternion a], [page:Quaternion b] ) [page:Quaternion]
</h3>
<div>
Sets this quaternion to *a x b*
<br
/>
Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm].
</div>
<h3>
.multiplySelf( [page:Quaternion b] ) [page:Quaternion]
</h3>
<div>
Multiplies this quaternion by *b*.
</div>
<h3>
.multiplySelf( [page:Quaternion b] ) [page:Quaternion]
</h3>
<div>
Multiplies this quaternion by *b*.
</div>
<h3>
.multiplyVector3( [page:Vector3 vector], [page:Vector3 dest] ) [page:Quaternion]
</h3>
<div>
Rotates *vector* by this quaternion into *dest*.
<br
/>
If *dest* is not specified, result goes to *vec*.
</div>
<h3>
.multiplyVector3( [page:Vector3 vector], [page:Vector3 dest] ) [page:Quaternion]
</h3>
<div>
Rotates *vector* by this quaternion into *dest*.
<br
/>
If *dest* is not specified, result goes to *vec*.
</div>
<h3>
.clone() [page:Quaternion]
</h3>
<div>
Clones this quaternion.
</div>
<h3>
.clone() [page:Quaternion]
</h3>
<div>
Clones this quaternion.
</div>
<h2>
Static methods
</h2>
<h2>
Static methods
</h2>
<h3>
.slerp( [page:Quaternion qa], [page:Quaternion qb], [page:Quaternion qm], [page:Float t] ) [page:Quaternion]
</h3>
<div>
Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/].
</div>
<h3>
.slerp( [page:Quaternion qa], [page:Quaternion qb], [page:Quaternion qm], [page:Float t] ) [page:Quaternion]
</h3>
<div>
Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/].
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Ray.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Representation of a ray in space.
</div>
<div
class=
"desc"
>
Representation of a ray in space.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 origin]
</h3>
<h3>
.[page:Vector3 origin]
</h3>
<h3>
.[page:Vector3 direction]
</h3>
<h3>
.[page:Vector3 direction]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.setPrecision( [page:Float value] )
</h3>
<h3>
.setPrecision( [page:Float value] )
</h3>
<h3>
.intersectObject( [page:Object3D object] ) [page:Object]
</h3>
<h3>
.intersectObject( [page:Object3D object] ) [page:Object]
</h3>
<h3>
.intersectObjects( [page:Array objects] ) [page:Array]
</h3>
<h3>
.intersectObjects( [page:Array objects] ) [page:Array]
</h3>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Rectangle.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Mainly used internaly by [page:CanvasRenderer] for 2D clipping.
</div>
<div
class=
"desc"
>
Mainly used internaly by [page:CanvasRenderer] for 2D clipping.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.getX() [page:Float]
</h3>
<h3>
.getX() [page:Float]
</h3>
<h3>
.getY() [page:Float]
</h3>
<h3>
.getY() [page:Float]
</h3>
<h3>
.getWidth() [page:Float]
</h3>
<h3>
.getWidth() [page:Float]
</h3>
<h3>
.getHeight() [page:Float]
</h3>
<h3>
.getHeight() [page:Float]
</h3>
<h3>
.getLeft() [page:Float]
</h3>
<h3>
.getLeft() [page:Float]
</h3>
<h3>
.getTop() [page:Float]
</h3>
<h3>
.getTop() [page:Float]
</h3>
<h3>
.getRight() [page:Float]
</h3>
<h3>
.getRight() [page:Float]
</h3>
<h3>
.getBottom() [page:Float]
</h3>
<h3>
.getBottom() [page:Float]
</h3>
<h3>
.set( [page:Float left], [page:Float top], [page:Float right], [page:Float bottom] )
</h3>
<h3>
.set( [page:Float left], [page:Float top], [page:Float right], [page:Float bottom] )
</h3>
<h3>
.addPoint( [page:Float x], [page:Float y] )
</h3>
<h3>
.addPoint( [page:Float x], [page:Float y] )
</h3>
<h3>
.add3Points( [page:Float x1], [page:Float y1], [page:Float x2], [page:Float y2], [page:Float x3], [page:Float y3] )
</h3>
<h3>
.add3Points( [page:Float x1], [page:Float y1], [page:Float x2], [page:Float y2], [page:Float x3], [page:Float y3] )
</h3>
<h3>
.addRectangle( [page:Rectangle r] )
</h3>
<h3>
.addRectangle( [page:Rectangle r] )
</h3>
<h3>
.inflate( [page:Float v] )
</h3>
<h3>
.inflate( [page:Float v] )
</h3>
<h3>
.minSelf( [page:Rectangle r] )
</h3>
<h3>
.minSelf( [page:Rectangle r] )
</h3>
<h3>
.intersects( [page:Rectangle r] ) [page:Boolean]
</h3>
<div>
Adapted from [link:http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/].
</div>
<h3>
.intersects( [page:Rectangle r] ) [page:Boolean]
</h3>
<div>
Adapted from [link:http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/].
</div>
<h3>
.empty()
</h3>
<h3>
.empty()
</h3>
<h3>
.isEmpty() [page:Boolean]
</h3>
<h3>
.isEmpty() [page:Boolean]
</h3>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Spline.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
Represents a spline.
</div>
<div
class=
"desc"
>
Represents a spline.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/UV.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
A texture coordinate.
</div>
<div
class=
"desc"
>
A texture coordinate.
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
<code>
var uv = new THREE.UV( 0, 1 );
</code>
<code>
var uv = new THREE.UV( 0, 1 );
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float u], [page:Float v] )
</h3>
<div>
u — Horizontal coordinate.
<br
/>
v — Vertical coordinate.
<br
/>
</div>
<h3>
[name]( [page:Float u], [page:Float v] )
</h3>
<div>
u — Horizontal coordinate.
<br
/>
v — Vertical coordinate.
<br
/>
</div>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float u]
</h3>
<div>
Horizontal coordinate.
<br
/>
</div>
<h3>
.[page:Float u]
</h3>
<div>
Horizontal coordinate.
<br
/>
</div>
<h3>
.[page:Float v]
</h3>
<div>
Vertical coordinate.
<br
/>
</div>
<h3>
.[page:Float v]
</h3>
<div>
Vertical coordinate.
<br
/>
</div>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.set( [page:Float u], [page:Float v] )
</h3>
<h3>
.set( [page:Float u], [page:Float v] )
</h3>
<h3>
.copy( [page:UV uv] )
</h3>
<h3>
.copy( [page:UV uv] )
</h3>
<h3>
.clone() [page:UV]
</h3>
<h3>
.clone() [page:UV]
</h3>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Vector2.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
2D Vector.
</div>
<div
class=
"desc"
>
2D Vector.
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
<code>
var a = new THREE.Vector2( 0, 1 );
var b = new THREE.Vector2( 1, 0 );
<code>
var a = new THREE.Vector2( 0, 1 );
var b = new THREE.Vector2( 1, 0 );
var d = a.distanceTo( b );
</code>
var d = a.distanceTo( b );
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float x], [page:Float y] )
</h3>
<h3>
[name]( [page:Float x], [page:Float y] )
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float y]
</h3>
<h3>
.[page:Float y]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.set( [page:Float x], [page:Float y] ) [page:Vector2]
</h3>
<div>
Sets value of this vector.
</div>
<h3>
.set( [page:Float x], [page:Float y] ) [page:Vector2]
</h3>
<div>
Sets value of this vector.
</div>
<h3>
.copy( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Copies value of *v* to this vector.
</div>
<h3>
.copy( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Copies value of *v* to this vector.
</div>
<h3>
.add( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2]
</h3>
<div>
Sets this vector to *a + b*.
</div>
<h3>
.add( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2]
</h3>
<div>
Sets this vector to *a + b*.
</div>
<h3>
.addSelf( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Adds *v* to this vector.
</div>
<h3>
.addSelf( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Adds *v* to this vector.
</div>
<h3>
.sub( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2]
</h3>
<div>
Sets this vector to *a - b*.
</div>
<h3>
.sub( [page:Vector2 a], [page:Vector2 b] ) [page:Vector2]
</h3>
<div>
Sets this vector to *a - b*.
</div>
<h3>
.subSelf( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Subtracts *v* from this vector.
</div>
<h3>
.subSelf( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Subtracts *v* from this vector.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Vector2]
</h3>
<div>
Multiplies this vector by scalar *s*.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Vector2]
</h3>
<div>
Multiplies this vector by scalar *s*.
</div>
<h3>
.divideScalar( [page:Float s] ) [page:Vector2]
</h3>
<div>
Divides this vector by scalar *s*.
<br
/>
Set vector to *( 0, 0 )* if *s == 0*.
</div>
<h3>
.divideScalar( [page:Float s] ) [page:Vector2]
</h3>
<div>
Divides this vector by scalar *s*.
<br
/>
Set vector to *( 0, 0 )* if *s == 0*.
</div>
<h3>
.negate() [page:Vector2]
</h3>
<div>
Inverts this vector.
</div>
<h3>
.negate() [page:Vector2]
</h3>
<div>
Inverts this vector.
</div>
<h3>
.dot( [page:Vector2 v] ) [page:Float]
</h3>
<div>
Computes dot product of this vector and *v*.
</div>
<h3>
.dot( [page:Vector2 v] ) [page:Float]
</h3>
<div>
Computes dot product of this vector and *v*.
</div>
<h3>
.lengthSq() [page:Float]
</h3>
<div>
Computes squared length of this vector.
</div>
<h3>
.lengthSq() [page:Float]
</h3>
<div>
Computes squared length of this vector.
</div>
<h3>
.length() [page:Float]
</h3>
<div>
Computes length of this vector.
</div>
<h3>
.length() [page:Float]
</h3>
<div>
Computes length of this vector.
</div>
<h3>
.normalize() [page:Vector2]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.normalize() [page:Vector2]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.distanceTo( [page:Vector2 v] ) [page:Float]
</h3>
<div>
Computes distance of this vector to *v*.
</div>
<h3>
.distanceTo( [page:Vector2 v] ) [page:Float]
</h3>
<div>
Computes distance of this vector to *v*.
</div>
<h3>
.distanceToSquared( [page:Vector2 v] ) [page:Float]
</h3>
<div>
Computes squared distance of this vector to *v*.
</div>
<h3>
.distanceToSquared( [page:Vector2 v] ) [page:Float]
</h3>
<div>
Computes squared distance of this vector to *v*.
</div>
<h3>
.setLength( [page:Float l] ) [page:Vector2]
</h3>
<div>
Normalizes this vector and multiplies it by *l*.
</div>
<h3>
.setLength( [page:Float l] ) [page:Vector2]
</h3>
<div>
Normalizes this vector and multiplies it by *l*.
</div>
<h3>
.equals( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Checks for strict equality of this vector and *v*.
</div>
<h3>
.equals( [page:Vector2 v] ) [page:Vector2]
</h3>
<div>
Checks for strict equality of this vector and *v*.
</div>
<h3>
.isZero() [page:Boolean]
</h3>
<div>
Checks if length of this vector is within small epsilon (*0.0001*).
</div>
<h3>
.clone() [page:Vector2]
</h3>
<div>
Clones this vector.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
<h3>
.isZero() [page:Boolean]
</h3>
<div>
Checks if length of this vector is within small epsilon (*0.0001*).
</div>
<h3>
.clone() [page:Vector2]
</h3>
<div>
Clones this vector.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Vector3.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
3D vector.
</div>
<div
class=
"desc"
>
3D vector.
</div>
<h2>
Example
</h2>
<h2>
Example
</h2>
<code>
var a = new THREE.Vector3( 1, 0, 0 );
var b = new THREE.Vector3( 0, 1, 0 );
<code>
var a = new THREE.Vector3( 1, 0, 0 );
var b = new THREE.Vector3( 0, 1, 0 );
var c = new THREE.Vector3();
c.cross( a, b );
</code>
var c = new THREE.Vector3();
c.cross( a, b );
</code>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float x], [page:Float y], [page:Float z] )
</h3>
<h3>
[name]( [page:Float x], [page:Float y], [page:Float z] )
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float y]
</h3>
<h3>
.[page:Float y]
</h3>
<h3>
.[page:Float z]
</h3>
<h3>
.[page:Float z]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.set( [page:Float x], [page:Float y], [page:Float z] ) [page:Vector3]
</h3>
<div>
Sets value of this vector.
</div>
<h3>
.set( [page:Float x], [page:Float y], [page:Float z] ) [page:Vector3]
</h3>
<div>
Sets value of this vector.
</div>
<h3>
.setX( [page:Float x] ) [page:Vector3]
</h3>
<div>
Sets x value of this vector.
</div>
<h3>
.setX( [page:Float x] ) [page:Vector3]
</h3>
<div>
Sets x value of this vector.
</div>
<h3>
.setY( [page:Float y] ) [page:Vector3]
</h3>
<div>
Sets y value of this vector.
</div>
<h3>
.setY( [page:Float y] ) [page:Vector3]
</h3>
<div>
Sets y value of this vector.
</div>
<h3>
.setZ( [page:Float z] ) [page:Vector3]
</h3>
<div>
Sets z value of this vector.
</div>
<h3>
.setZ( [page:Float z] ) [page:Vector3]
</h3>
<div>
Sets z value of this vector.
</div>
<h3>
.copy( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Copies value of *v* to this vector.
</div>
<h3>
.add( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]
</h3>
<div>
Sets this vector to *a + b*.
</div>
<h3>
.addSelf( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Adds *v* to this vector.
</div>
<h3>
.sub( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]
</h3>
<div>
Sets this vector to *a - b*.
</div>
<h3>
.subSelf( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Subtracts *v* from this vector.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Vector3]
</h3>
<div>
Multiplies this vector by scalar *s*.
</div>
<h3>
.copy( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Copies value of *v* to this vector.
</div>
<h3>
.divideScalar( [page:Float s] ) [page:Vector3]
</h3>
<div>
Divides this vector by scalar *s*.
<br
/>
Set vector to *( 0, 0, 0 )* if *s == 0*.
</div>
<h3>
.negate() [page:Vector3]
</h3>
<div>
Inverts this vector.
</div>
<h3>
.dot( [page:Vector3 v] ) [page:Float]
</h3>
<div>
Computes dot product of this vector and *v*.
</div>
<h3>
.add( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3
]
</h3>
<div>
Sets this vector to *a + b*
.
</div>
<h3>
.lengthSq() [page:Float
]
</h3>
<div>
Computes squared length of this vector
.
</div>
<h3>
.addSelf( [page:Vector3 v] ) [page:Vector3
]
</h3>
<div>
Adds *v* to
this vector.
</div>
<h3>
.length() [page:Float
]
</h3>
<div>
Computes length of
this vector.
</div>
<h3>
.sub( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]
</h3>
<div>
Sets this vector to *a - b*.
</div>
<h3>
.subSelf( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Subtracts *v* from this vector.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Vector3]
</h3>
<div>
Multiplies this vector by scalar *s*.
</div>
<h3>
.divideScalar( [page:Float s] ) [page:Vector3]
</h3>
<div>
Divides this vector by scalar *s*.
<br
/>
Set vector to *( 0, 0, 0 )* if *s == 0*.
</div>
<h3>
.negate() [page:Vector3]
</h3>
<div>
Inverts this vector.
</div>
<h3>
.dot( [page:Vector3 v] ) [page:Float]
</h3>
<div>
Computes dot product of this vector and *v*.
</div>
<h3>
.lengthSq() [page:Float]
</h3>
<div>
Computes squared length of this vector.
</div>
<h3>
.length() [page:Float]
</h3>
<div>
Computes length of this vector.
</div>
<h3>
.lengthManhattan() [page:Float]
</h3>
<div>
Computes Manhattan length of this vector.
<br
/>
[link:http://en.wikipedia.org/wiki/Taxicab_geometry]
</div>
<h3>
.normalize() [page:Vector3]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.distanceTo( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Computes distance of this vector to *v*.
</div>
<h3>
.distanceToSquared( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Computes squared distance of this vector to *v*.
</div>
<h3>
.normalize() [page:Vector3]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.setLength( [page:Float l] ) [page:Vector3]
</h3>
<div>
Normalizes this vector and multiplies it by *l*.
</div>
<h3>
.cross( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]
</h3>
<div>
Sets this vector to cross product of *a* and *b*.
</div>
<h3>
.crossSelf( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Sets this vector to cross product of itself and *v*.
</div>
<h3>
.getPositionFromMatrix( [page:Matrix4 m] ) [page:Vector3]
</h3>
<div>
Sets this vector extracting position from matrix transform.
</div>
<h3>
.getRotationFromMatrix( [page:Matrix4 m] ) [page:Vector3]
</h3>
<div>
Sets this vector extracting Euler angles rotation from matrix transform.
</div>
<h3>
.getScaleFromMatrix( [page:Matrix4 m] ) [page:Vector3]
</h3>
<div>
Sets this vector extracting scale from matrix transform.
</div>
<h3>
.equals( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Checks for strict equality of this vector and *v*.
</div>
<h3>
.isZero() [page:Boolean]
</h3>
<div>
Checks if length of this vector is within small epsilon (*0.0001*).
</div>
<h3>
.clone() [page:Vector3]
</h3>
<div>
Clones this vector.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
<h3>
.lengthManhattan() [page:Float]
</h3>
<div>
Computes Manhattan length of this vector.
<br
/>
[link:http://en.wikipedia.org/wiki/Taxicab_geometry]
</div>
<h3>
.normalize() [page:Vector3]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.distanceTo( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Computes distance of this vector to *v*.
</div>
<h3>
.distanceToSquared( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Computes squared distance of this vector to *v*.
</div>
<h3>
.normalize() [page:Vector3]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.setLength( [page:Float l] ) [page:Vector3]
</h3>
<div>
Normalizes this vector and multiplies it by *l*.
</div>
<h3>
.cross( [page:Vector3 a], [page:Vector3 b] ) [page:Vector3]
</h3>
<div>
Sets this vector to cross product of *a* and *b*.
</div>
<h3>
.crossSelf( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Sets this vector to cross product of itself and *v*.
</div>
<h3>
.getPositionFromMatrix( [page:Matrix4 m] ) [page:Vector3]
</h3>
<div>
Sets this vector extracting position from matrix transform.
</div>
<h3>
.getRotationFromMatrix( [page:Matrix4 m] ) [page:Vector3]
</h3>
<div>
Sets this vector extracting Euler angles rotation from matrix transform.
</div>
<h3>
.getScaleFromMatrix( [page:Matrix4 m] ) [page:Vector3]
</h3>
<div>
Sets this vector extracting scale from matrix transform.
</div>
<h3>
.equals( [page:Vector3 v] ) [page:Vector3]
</h3>
<div>
Checks for strict equality of this vector and *v*.
</div>
<h3>
.isZero() [page:Boolean]
</h3>
<div>
Checks if length of this vector is within small epsilon (*0.0001*).
</div>
<h3>
.clone() [page:Vector3]
</h3>
<div>
Clones this vector.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/core/Vector4.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
4D vector.
</div>
<div
class=
"desc"
>
4D vector.
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )
</h3>
<h3>
[name]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float x]
</h3>
<h3>
.[page:Float y]
</h3>
<h3>
.[page:Float y]
</h3>
<h3>
.[page:Float z]
</h3>
<h3>
.[page:Float z]
</h3>
<h3>
.[page:Float w]
</h3>
<h3>
.[page:Float w]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.set( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Vector4]
</h3>
<div>
Sets value of this vector.
</div>
<h3>
.set( [page:Float x], [page:Float y], [page:Float z], [page:Float w] ) [page:Vector4]
</h3>
<div>
Sets value of this vector.
</div>
<h3>
.copy( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Copies value of *v* to this vector.
</div>
<h3>
.copy( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Copies value of *v* to this vector.
</div>
<h3>
.add( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4]
</h3>
<div>
Sets this vector to *a + b*.
</div>
<h3>
.add( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4]
</h3>
<div>
Sets this vector to *a + b*.
</div>
<h3>
.addSelf( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Adds *v* to this vector.
</div>
<h3>
.addSelf( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Adds *v* to this vector.
</div>
<h3>
.sub( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4]
</h3>
<div>
Sets this vector to *a - b*.
</div>
<h3>
.sub( [page:Vector4 a], [page:Vector4 b] ) [page:Vector4]
</h3>
<div>
Sets this vector to *a - b*.
</div>
<h3>
.subSelf( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Subtracts *v* from this vector.
</div>
<h3>
.subSelf( [page:Vector4 v] ) [page:Vector4]
</h3>
<div>
Subtracts *v* from this vector.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Vector4]
</h3>
<div>
Multiplies this vector by scalar *s*.
</div>
<h3>
.multiplyScalar( [page:Float s] ) [page:Vector4]
</h3>
<div>
Multiplies this vector by scalar *s*.
</div>
<h3>
.divideScalar( [page:Float s] ) [page:Vector4]
</h3>
<div>
Divides this vector by scalar *s*.
<br
/>
Set vector to *( 0, 0, 0 )* if *s == 0*.
</div>
<h3>
.divideScalar( [page:Float s] ) [page:Vector4]
</h3>
<div>
Divides this vector by scalar *s*.
<br
/>
Set vector to *( 0, 0, 0 )* if *s == 0*.
</div>
<h3>
.negate() [page:Vector4]
</h3>
<div>
Inverts this vector.
</div>
<h3>
.negate() [page:Vector4]
</h3>
<div>
Inverts this vector.
</div>
<h3>
.dot( [page:Vector4 v] ) [page:Float]
</h3>
<div>
Computes dot product of this vector and *v*.
</div>
<h3>
.dot( [page:Vector4 v] ) [page:Float]
</h3>
<div>
Computes dot product of this vector and *v*.
</div>
<h3>
.lengthSq() [page:Float]
</h3>
<div>
Computes squared length of this vector.
</div>
<h3>
.lengthSq() [page:Float]
</h3>
<div>
Computes squared length of this vector.
</div>
<h3>
.length() [page:Float]
</h3>
<div>
Computes length of this vector.
</div>
<h3>
.length() [page:Float]
</h3>
<div>
Computes length of this vector.
</div>
<h3>
.normalize() [page:Vector4]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.normalize() [page:Vector4]
</h3>
<div>
Normalizes this vector.
</div>
<h3>
.setLength( [page:Float l] ) [page:Vector4]
</h3>
<div>
Normalizes this vector and multiplies it by *l*.
</div>
<h3>
.setLength( [page:Float l] ) [page:Vector4]
</h3>
<div>
Normalizes this vector and multiplies it by *l*.
</div>
<h3>
.lerpSelf( [page:Vector4 v], [page:Float alpha] ) [page:Vector4]
</h3>
<div>
Linearly interpolate between this vector and *v* with *alpha* factor.
</div>
<h3>
.lerpSelf( [page:Vector4 v], [page:Float alpha] ) [page:Vector4]
</h3>
<div>
Linearly interpolate between this vector and *v* with *alpha* factor.
</div>
<h3>
.clone() [page:Vector4]
</h3>
<div>
Clones this vector.
</div>
<h3>
.clone() [page:Vector4]
</h3>
<div>
Clones this vector.
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/ColorUtils.html
浏览文件 @
381e1730
<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/GeometryUtils.html
浏览文件 @
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<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/ImageUtils.html
浏览文件 @
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<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/SceneUtils.html
浏览文件 @
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<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/ShaderUtils.html
浏览文件 @
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<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../list.js"
></script>
<script
src=
"../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
\ No newline at end of file
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/animation/Animation.html
浏览文件 @
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<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../../list.js"
></script>
<script
src=
"../../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/animation/AnimationHandler.html
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<h1>
[name]
</h1>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../../list.js"
></script>
<script
src=
"../../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
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docs/api/extras/animation/AnimationMorphTarget.html
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<h1>
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</h1>
<!DOCTYPE html>
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lang=
"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../../list.js"
></script>
<script
src=
"../../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
<h2>
Constructor
</h2>
<h3>
[name]()
</h3>
<h3>
[name]()
</h3>
<h2>
Properties
</h2>
<h2>
Properties
</h2>
<h3>
.[page:Vector3 todo]
</h3>
<h3>
.[page:Vector3 todo]
</h3>
<h2>
Methods
</h2>
<h2>
Methods
</h2>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h3>
.todo( [page:Vector3 todo] )
</h3>
<div>
todo — todo
<br
/>
</div>
<h2>
Source
</h2>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
</html>
docs/api/extras/animation/KeyFrameAnimation.html
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<h1>
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</h1>
<!DOCTYPE html>
<html
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"en"
>
<head>
<meta
charset=
"utf-8"
>
<script
src=
"../../../list.js"
></script>
<script
src=
"../../../page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"../../../page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
todo
</div>
<div
class=
"desc"
>
todo
</div>
<h2>
Constructor
</h2>
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.[page:Vector3 todo]
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todo — todo
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/cameras/CombinedCamera.html
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<head>
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charset=
"utf-8"
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src=
"../../../list.js"
></script>
<script
src=
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/cameras/CubeCamera.html
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src=
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/controls/FlyControls.html
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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src=
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src=
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/controls/RollControls.html
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src=
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/>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/controls/TrackballControls.html
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/core/BufferGeometry.html
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src=
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src=
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href=
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/>
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todo — todo
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/core/Curve.html
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/core/CurvePath.html
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/core/EventTarget.html
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/>
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todo — todo
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todo — todo
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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docs/api/extras/core/Gyroscope.html
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<script
src=
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<link
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/>
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Constructor
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Properties
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<h3>
.[page:Vector3 todo]
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todo — todo
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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