Package | Description |
---|---|
thothbot.parallax.core.client.renderers |
Here is located WebGL renderer.
|
thothbot.parallax.core.shared.cameras |
Different cameras which are used by renderer.
|
thothbot.parallax.core.shared.core |
Contains all core Objects such as Vectors, Matrices and so on which are used overall on the project.
|
thothbot.parallax.core.shared.lights |
Here are all types of Light Objects used in the Scene.
|
thothbot.parallax.core.shared.math |
Different mathematics
|
thothbot.parallax.loader.shared.collada |
Modifier and Type | Field and Description |
---|---|
Matrix4 |
WebGLRenderer._projScreenMatrix |
Matrix4 |
WebGLRenderer._projScreenMatrixPS |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
Camera.getMatrixWorldInverse()
This is the inverse of matrixWorld.
|
Matrix4 |
Camera.getProjectionMatrix()
This is the matrix which contains the projection.
|
Modifier and Type | Method and Description |
---|---|
void |
Camera.setMatrixWorldInverse(Matrix4 matrixWorldInverse) |
void |
Camera.setProjectionMatrix(Matrix4 projectionMatrix) |
Modifier and Type | Field and Description |
---|---|
Matrix4 |
Object3D._modelViewMatrix |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
Object3D.getMatrix()
Local transform.
|
Matrix4 |
Object3D.getMatrixWorld()
The global transform of the object.
|
Modifier and Type | Method and Description |
---|---|
void |
Object3D.applyMatrix(Matrix4 matrix)
This updates the position, rotation and scale with the matrix.
|
void |
Geometry.applyMatrix(Matrix4 matrix)
Bakes matrix transform directly into vertex coordinates.
|
void |
BufferGeometry.applyMatrix(Matrix4 matrix)
Bakes matrix transform directly into vertex coordinates.
|
void |
Geometry.merge(Geometry geometry,
Matrix4 matrix) |
void |
Geometry.merge(Geometry geometry,
Matrix4 matrix,
int materialIndexOffset)
Merge two geometries or geometry and geometry from object (using object's transform)
|
void |
Object3D.setMatrix(Matrix4 matrix) |
void |
Object3D.setMatrixWorld(Matrix4 matrixWorld) |
void |
Object3D.setRotationFromMatrix(Matrix4 m) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
ShadowLight.getShadowMatrix() |
Modifier and Type | Method and Description |
---|---|
void |
ShadowLight.setShadowMatrix(Matrix4 shadowMatrix) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
Matrix4.clone()
Clone the current matrix.
|
Matrix4 |
Matrix4.compose(Vector3 position,
Quaternion quaternion,
Vector3 scale) |
Matrix4 |
Matrix4.copy(Matrix4 m)
Sets the value of this matrix to the values of input matrix.
|
Matrix4 |
Matrix4.copyPosition(Matrix4 m) |
Matrix4 |
Matrix4.decompose(Vector3 position,
Quaternion quaternion,
Vector3 scale) |
Matrix4 |
Matrix4.extractRotation(Matrix4 m)
Setting rotation values to the rotation values of the input matrix.
|
Matrix4 |
Matrix4.getInverse(Matrix4 m)
Sets the value of this matrix to the matrix inverse of the passed matrix
m.
|
Matrix4 |
Matrix4.identity()
Make make identity four-dimensional matrix.
|
Matrix4 |
Matrix4.lookAt(Vector3 eye,
Vector3 target,
Vector3 up)
Modifies the current matrix by looking at target on defined eye.
|
Matrix4 |
Matrix4.makeFrustum(double left,
double right,
double bottom,
double top,
double near,
double far)
Creates a frustum matrix.
|
Matrix4 |
Matrix4.makeOrthographic(double left,
double right,
double top,
double bottom,
double near,
double far)
Making Orthographic Projection Matrix
|
Matrix4 |
Matrix4.makePerspective(double fov,
double aspect,
double near,
double far)
Making Perspective Projection Matrix
|
Matrix4 |
Matrix4.makeRotationAxis(Vector3 axis,
double angle)
The method will make rotation matrix on XYZ-axis using defining angle theta.
|
Matrix4 |
Matrix4.makeRotationFromEuler(Euler euler) |
Matrix4 |
Matrix4.makeRotationFromQuaternion(Quaternion q) |
Matrix4 |
Matrix4.makeRotationX(double theta)
The method will make rotation matrix on X-axis using defining angle theta.
|
Matrix4 |
Matrix4.makeRotationY(double theta)
The method will make rotation matrix on Y-axis using defining angle theta.
|
Matrix4 |
Matrix4.makeRotationZ(double theta)
The method will make rotation matrix on Z-axis using defining angle theta.
|
Matrix4 |
Matrix4.makeScale(double x,
double y,
double z)
Make a scaled matrix on the X, Y, Z coordinates.
|
Matrix4 |
Matrix4.makeTranslation(double x,
double y,
double z)
This method will make translation matrix using X, Y,Z coordinates
|
Matrix4 |
Matrix4.multiply(double s)
Sets the value of this matrix to the scalar multiplication of the scale
factor with this.
|
Matrix4 |
Matrix4.multiply(Matrix4 m)
Sets the value of this matrix to the matrix multiplication of itself and
matrix m.
|
Matrix4 |
Matrix4.multiply(Matrix4 m1,
Matrix4 m2)
Sets the value of this matrix to the matrix multiplication of m1 and
vector m2.
|
Matrix4 |
Matrix4.set(double n11,
double n12,
double n13,
double n14,
double n21,
double n22,
double n23,
double n24,
double n31,
double n32,
double n33,
double n34,
double n41,
double n42,
double n43,
double n44)
Setting input values n11-n44 to the current matrix.
|
Matrix4 |
Matrix4.setPosition(Vector3 v)
Setting position values of the current matrix to the values of
input vector.
|
Matrix4 |
Matrix4.transpose()
Transpose the current matrix where its rows will be the
columns or its columns are the rows of the current matrix.
|
Modifier and Type | Method and Description |
---|---|
Vector3 |
Vector3.apply(Matrix4 m) |
Sphere |
Sphere.apply(Matrix4 matrix) |
Ray |
Ray.apply(Matrix4 matrix4) |
Plane |
Plane.apply(Matrix4 matrix) |
Line3 |
Line3.apply(Matrix4 matrix) |
Box3 |
Box3.apply(Matrix4 matrix) |
Plane |
Plane.apply(Matrix4 matrix,
Matrix3 normalMatrix) |
Vector4 |
Vector4.applyMatrix4(Matrix4 m) |
Vector3 |
Vector3.applyProjection(Matrix4 m) |
Matrix4 |
Matrix4.copy(Matrix4 m)
Sets the value of this matrix to the values of input matrix.
|
Matrix4 |
Matrix4.copyPosition(Matrix4 m) |
Matrix4 |
Matrix4.extractRotation(Matrix4 m)
Setting rotation values to the rotation values of the input matrix.
|
Matrix4 |
Matrix4.getInverse(Matrix4 m)
Sets the value of this matrix to the matrix inverse of the passed matrix
m.
|
Matrix3 |
Matrix3.getInverse(Matrix4 m)
Sets the value of this matrix to the matrix inverse of the passed matrix
m.
|
Matrix3 |
Matrix3.getNormalMatrix(Matrix4 m) |
Matrix4 |
Matrix4.multiply(Matrix4 m)
Sets the value of this matrix to the matrix multiplication of itself and
matrix m.
|
Matrix4 |
Matrix4.multiply(Matrix4 m1,
Matrix4 m2)
Sets the value of this matrix to the matrix multiplication of m1 and
vector m2.
|
Vector4 |
Vector4.setAxisAngleFromRotationMatrix(Matrix4 m)
|
Frustum |
Frustum.setFromMatrix(Matrix4 m) |
Vector3 |
Vector3.setFromMatrixColumn(int index,
Matrix4 matrix) |
Vector3 |
Vector3.setFromMatrixPosition(Matrix4 m) |
Vector3 |
Vector3.setFromMatrixScale(Matrix4 m) |
Quaternion |
Quaternion.setFromRotationMatrix(Matrix4 m)
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
Euler |
Euler.setFromRotationMatrix(Matrix4 m) |
Euler |
Euler.setFromRotationMatrix(Matrix4 m,
java.lang.String order) |
Vector3 |
Vector3.transformDirection(Matrix4 m) |
Modifier and Type | Method and Description |
---|---|
Matrix4 |
DaeTransformMatrix.getObject() |