Documentation
¶
Index ¶
- Variables
- type BufferAttribute
- type BufferGeometry
- func (g *BufferGeometry) DeleteAttribute(name string) *BufferGeometry
- func (g *BufferGeometry) GetAttribute(name string) IBufferAttribute
- func (g *BufferGeometry) HasAttribute(name string) bool
- func (g *BufferGeometry) IsBufferGeometry() bool
- func (g *BufferGeometry) SetAttribute(name string, attribute IBufferAttribute) *BufferGeometry
- func (g *BufferGeometry) SetIndex(index IBufferAttribute) *BufferGeometry
- func (g *BufferGeometry) SetIndexUint16(index []uint16) *BufferGeometry
- func (g *BufferGeometry) SetIndexUint32(index []uint32) *BufferGeometry
- type Event
- type EventDispatcher
- func (e *EventDispatcher) AddListener(typeName string, listener *func(event Event))
- func (e *EventDispatcher) DispatchEvent(typeName string)
- func (e *EventDispatcher) HasEventListener(typeName string, listener *func(event Event)) bool
- func (e *EventDispatcher) RemoveListener(typeName string, listener *func(event Event))
- type Float32BufferAttribute
- func NewFloat32BufferAttribute(array []float32, itemSize int) *Float32BufferAttribute
- func NewFloat32BufferAttributeFromAny(array any, itemSize int) *Float32BufferAttribute
- func NewFloat32BufferAttributeNormalized(array []float32, itemSize int, normalized bool) *Float32BufferAttribute
- func NewFloat32BufferAttributeNormalizedFromAny(array any, itemSize int, normalized bool) *Float32BufferAttribute
- type IBufferAttribute
- type Layers
- type Object3D
- func (o *Object3D) Add(objects ...*Object3D) *Object3D
- func (o *Object3D) Clone() *Object3D
- func (o *Object3D) CloneRecursive(recursive bool) *Object3D
- func (o *Object3D) Copy(source *Object3D) *Object3D
- func (o *Object3D) CopyRecursive(source *Object3D, recursive bool) *Object3D
- func (o *Object3D) GetWorldDirection(target *math.Vector3) *math.Vector3
- func (o *Object3D) IsObject3D() bool
- func (o *Object3D) UpdateMatrix()
- func (o *Object3D) UpdateMatrixWorld()
- func (o *Object3D) UpdateMatrixWorldForce(force bool)
- func (o *Object3D) UpdateWorldMatrix(updateParents, updateChildren bool)
- type Uint16BufferAttribute
- func NewUint16BufferAttribute(array []uint16, itemSize int) *Uint16BufferAttribute
- func NewUint16BufferAttributeFromAny(array any, itemSize int) *Uint16BufferAttribute
- func NewUint16BufferAttributeNormalized(array []uint16, itemSize int, normalized bool) *Uint16BufferAttribute
- func NewUint16BufferAttributeNormalizedFromAny(array any, itemSize int, normalized bool) *Uint16BufferAttribute
- type Uint32BufferAttribute
- func NewUint32BufferAttribute(array []uint32, itemSize int) *Uint32BufferAttribute
- func NewUint32BufferAttributeFromAny(array any, itemSize int) *Uint32BufferAttribute
- func NewUint32BufferAttributeNormalized(array []uint32, itemSize int, normalized bool) *Uint32BufferAttribute
- func NewUint32BufferAttributeNormalizedFromAny(array any, itemSize int, normalized bool) *Uint32BufferAttribute
Constants ¶
This section is empty.
Variables ¶
View Source
var Object3dDefaultMatrixAutoUpdate = true
View Source
var Object3dDefaultMatrixWorldAutoUpdate = true
View Source
var Object3dDefaultUp = math.NewVector3(0, 1, 0)
Functions ¶
This section is empty.
Types ¶
type BufferAttribute ¶
func (*BufferAttribute) IsBufferAttribute ¶
func (a *BufferAttribute) IsBufferAttribute() bool
type BufferGeometry ¶
type BufferGeometry struct {
EventDispatcher
Id int
Uuid math.UUID
Name string
Type string
Index IBufferAttribute
Attributes map[string]IBufferAttribute
}
func NewBufferGeometry ¶
func NewBufferGeometry() *BufferGeometry
func (*BufferGeometry) DeleteAttribute ¶
func (g *BufferGeometry) DeleteAttribute(name string) *BufferGeometry
func (*BufferGeometry) GetAttribute ¶
func (g *BufferGeometry) GetAttribute(name string) IBufferAttribute
func (*BufferGeometry) HasAttribute ¶
func (g *BufferGeometry) HasAttribute(name string) bool
func (*BufferGeometry) IsBufferGeometry ¶
func (g *BufferGeometry) IsBufferGeometry() bool
func (*BufferGeometry) SetAttribute ¶
func (g *BufferGeometry) SetAttribute(name string, attribute IBufferAttribute) *BufferGeometry
func (*BufferGeometry) SetIndex ¶
func (g *BufferGeometry) SetIndex(index IBufferAttribute) *BufferGeometry
func (*BufferGeometry) SetIndexUint16 ¶
func (g *BufferGeometry) SetIndexUint16(index []uint16) *BufferGeometry
func (*BufferGeometry) SetIndexUint32 ¶
func (g *BufferGeometry) SetIndexUint32(index []uint32) *BufferGeometry
type EventDispatcher ¶
type EventDispatcher struct {
This any
// contains filtered or unexported fields
}
func NewEventDispatcher ¶
func NewEventDispatcher() *EventDispatcher
func (*EventDispatcher) AddListener ¶
func (e *EventDispatcher) AddListener(typeName string, listener *func(event Event))
func (*EventDispatcher) DispatchEvent ¶
func (e *EventDispatcher) DispatchEvent(typeName string)
func (*EventDispatcher) HasEventListener ¶
func (e *EventDispatcher) HasEventListener(typeName string, listener *func(event Event)) bool
func (*EventDispatcher) RemoveListener ¶
func (e *EventDispatcher) RemoveListener(typeName string, listener *func(event Event))
type Float32BufferAttribute ¶
type Float32BufferAttribute struct {
BufferAttribute
Array []float32
}
func NewFloat32BufferAttribute ¶
func NewFloat32BufferAttribute(array []float32, itemSize int) *Float32BufferAttribute
func NewFloat32BufferAttributeFromAny ¶
func NewFloat32BufferAttributeFromAny(array any, itemSize int) *Float32BufferAttribute
func NewFloat32BufferAttributeNormalized ¶
func NewFloat32BufferAttributeNormalized(array []float32, itemSize int, normalized bool) *Float32BufferAttribute
func NewFloat32BufferAttributeNormalizedFromAny ¶
func NewFloat32BufferAttributeNormalizedFromAny(array any, itemSize int, normalized bool) *Float32BufferAttribute
func (*Float32BufferAttribute) GetBufferAttribute ¶
func (a *Float32BufferAttribute) GetBufferAttribute() *BufferAttribute
type IBufferAttribute ¶
type IBufferAttribute interface {
GetBufferAttribute() *BufferAttribute
}
type Layers ¶
type Layers struct {
Mask uint32
}
func (*Layers) DisableAll ¶
func (l *Layers) DisableAll()
type Object3D ¶
type Object3D struct {
EventDispatcher
Id int
Uuid math.UUID
Name string
Type string
Parent *Object3D
Children []*Object3D
Up math.Vector3
Position math.Vector3
Rotation math.Euler
Quaternion math.Quaternion
ModelViewMatrix math.Matrix4
NormalMatrix math.Matrix3
Scale math.Vector3
Matrix math.Matrix4
MatrixWorld math.Matrix4
MatrixAutoUpdate bool
MatrixWorldAutoUpdate bool
MatrixWorldNeedsUpdate bool
Layers Layers
Visible bool
CastShadow bool
ReceiveShadow bool
FrustumCulled bool
RenderOrder int
OnBeforeShadow func() // renderer, object, camera, shadowCamera, geometry, depthMaterial, group
OnAfterShadow func() // renderer, object, camera, shadowCamera, geometry, depthMaterial, group
OnBeforeRender func() // renderer, scene, camera, geometry, material, group
OnAfterRender func() // renderer, scene, camera, geometry, material, group
}
func NewObject3D ¶
func NewObject3D() *Object3D
func (*Object3D) CloneRecursive ¶
func (*Object3D) CopyRecursive ¶
func (*Object3D) GetWorldDirection ¶
func (*Object3D) IsObject3D ¶
func (*Object3D) UpdateMatrix ¶
func (o *Object3D) UpdateMatrix()
func (*Object3D) UpdateMatrixWorld ¶
func (o *Object3D) UpdateMatrixWorld()
func (*Object3D) UpdateMatrixWorldForce ¶
func (*Object3D) UpdateWorldMatrix ¶
type Uint16BufferAttribute ¶
type Uint16BufferAttribute struct {
BufferAttribute
Array []uint16
}
func NewUint16BufferAttribute ¶
func NewUint16BufferAttribute(array []uint16, itemSize int) *Uint16BufferAttribute
func NewUint16BufferAttributeFromAny ¶
func NewUint16BufferAttributeFromAny(array any, itemSize int) *Uint16BufferAttribute
func NewUint16BufferAttributeNormalized ¶
func NewUint16BufferAttributeNormalized(array []uint16, itemSize int, normalized bool) *Uint16BufferAttribute
func NewUint16BufferAttributeNormalizedFromAny ¶
func NewUint16BufferAttributeNormalizedFromAny(array any, itemSize int, normalized bool) *Uint16BufferAttribute
func (*Uint16BufferAttribute) GetBufferAttribute ¶
func (a *Uint16BufferAttribute) GetBufferAttribute() *BufferAttribute
type Uint32BufferAttribute ¶
type Uint32BufferAttribute struct {
BufferAttribute
Array []uint32
}
func NewUint32BufferAttribute ¶
func NewUint32BufferAttribute(array []uint32, itemSize int) *Uint32BufferAttribute
func NewUint32BufferAttributeFromAny ¶
func NewUint32BufferAttributeFromAny(array any, itemSize int) *Uint32BufferAttribute
func NewUint32BufferAttributeNormalized ¶
func NewUint32BufferAttributeNormalized(array []uint32, itemSize int, normalized bool) *Uint32BufferAttribute
func NewUint32BufferAttributeNormalizedFromAny ¶
func NewUint32BufferAttributeNormalizedFromAny(array any, itemSize int, normalized bool) *Uint32BufferAttribute
func (*Uint32BufferAttribute) AutoDownToUint16 ¶
func (a *Uint32BufferAttribute) AutoDownToUint16() IBufferAttribute
func (*Uint32BufferAttribute) GetBufferAttribute ¶
func (a *Uint32BufferAttribute) GetBufferAttribute() *BufferAttribute
Click to show internal directories.
Click to hide internal directories.