|
1 | | - |
2 | | -###Pivot modifier |
3 | | - |
4 | | -Allows to move the pivot point of a 3D mesh. |
5 | | - |
6 | | -@author Bartek Drozdz |
7 | | - |
8 | | - |
9 | | - |
10 | | - |
11 | | -###Bend modifier |
12 | | - |
13 | | -Bends an object along an axis. |
14 | | - |
15 | | -@author Bartek Drozdz |
16 | | - |
17 | | - |
18 | | - |
19 | | - |
20 | | -###Bloat modifier |
21 | | - |
22 | | -Bloats a mesh by forcing vertices out of specified sphere |
23 | | - |
24 | | -@author makc |
25 | | - |
26 | | - |
27 | | - |
28 | | - |
29 | | -###Twist modifier |
30 | | - |
31 | | -Twist mesh along an axis |
32 | | -Adapted from the Twist modifier for PV3D |
33 | | - |
34 | | - |
35 | | - |
36 | | - |
37 | | -###Skew modifier |
38 | | - |
39 | | -Skew mesh along an axis |
40 | | - |
41 | | -@author Bartek Drozdz |
42 | | - |
43 | | - |
44 | | - |
45 | | - |
46 | | -###Taper modifier |
47 | | - |
48 | | -The taper modifier displaces the vertices on two axes proportionally to their position on the third axis. |
49 | | - |
50 | | -@author Bartek Drozdz |
51 | | - |
52 | | - |
53 | | - |
54 | | - |
55 | | -###Wheel modifier |
56 | | - |
57 | | -Use it with vehicle models for wheels. |
58 | | - |
59 | | - The usual problem with a 3d wheel in a vahicle is that it is |
60 | | - supposed to turn (steer) and roll in the same time. |
61 | | - So, this code: |
62 | | - |
63 | | - ```javascript |
64 | | - wheel.rotationY = 10; // Steer 10deg to the left |
65 | | - wheel.rotationZ +- 5; // Roll with a speed of 5 |
66 | | - ``` |
67 | | - This will make the wheel roll incorectly. |
68 | | - |
69 | | - A usual way to solve this problem is to put the wheel in another DisplayObject3D/Mesh, |
70 | | - turn the parent and roll the child, like that: |
71 | | - ```javascript |
72 | | - steer.rotationY = 10; // Steer 10deg to the left |
73 | | - steer.wheel.rotationZ +- 5; // Roll with a speed of 5 |
74 | | - ``` |
75 | | - That will make the wheel behave correctly. But it can be uncomfortanble to apply, especially |
76 | | - to imported complex Collada models. |
77 | | - |
78 | | - The Wheel modifier elegantly solves this problem by doind the proper math in order to steer and roll |
79 | | - a single mesh at the same time. The only thing you need to do is to specify a steer vector and |
80 | | - roll vector - usually it will be 2 of the cardinal axes. The default value is: |
81 | | - |
82 | | - * steer - along the Y axis / new Vector3(0, 1, 0)</li> |
83 | | - * roll - along the Z axis / new Vector3(0, 0, 1)</li> |
84 | | - |
85 | | - |
86 | | - It should work with most car models imported from 3D editors as this is the natural position of a wheel. |
87 | | - |
88 | | - <i>Please note, that Papervision primitive cylinder, which may also be used as wheel, will require different axes |
89 | | - (Y for roll and Z or X for steer).</i> |
90 | | - |
91 | | -@author Bartek Drozdz |
92 | | - |
93 | | - |
94 | | - |
95 | | - |
96 | | -###Break modifier |
97 | | - |
98 | | -Allow to break a mesh |
99 | | - |
100 | | -@author Bartek Drozdz |
101 | | - |
102 | | - |
103 | | - |
104 | | - |
105 | | -###Noise modifier |
106 | | - |
107 | | -Randomly displaces each vertex in all 3 axes |
108 | | - |
109 | | - |
110 | | - |
111 | | - |
112 | | - |
113 | | -###DisplaceMap (BitmapDisplacement) Modifier |
114 | | - |
115 | | -Displaces vertices based on RGB values of bitmapData pixels. |
116 | | - |
117 | | -BitmapDisplacement is inspired by both the AS3 built-in DisplacementMapFilter. It allows |
118 | | -to use color values for each channels of a bitmap to modify the position of vertices in a mesh. |
119 | | - |
120 | | -The displacement takes place along the cardinal axes, and each axis is mapped to a |
121 | | -channel in the bitmap: X for Red, Y for Green and Z for Blue. |
122 | | - |
123 | | -@author Bartek Drozdz |
124 | | - |
125 | | - |
126 | | - |
127 | | - |
128 | | -###Perlin modifier |
129 | | - |
130 | | - Displaces vertices based on a perlin/simplex noise source. |
131 | | - |
132 | | - Generates perlin/simplex noise source and displaces vertices |
133 | | - based on the value of each point of the noise map. |
134 | | - |
135 | | - @author Bartek Drozdz |
136 | | - |
137 | | - @uses: https://github.com/josephg/noisejs for JavaScript |
138 | | - |
| 1 | + |
| 2 | + * ###Pivot modifier |
| 3 | + * |
| 4 | + * Allows to move the pivot point of a 3D mesh. |
| 5 | + * |
| 6 | + * @author Bartek Drozdz |
| 7 | + * |
| 8 | + |
| 9 | + |
| 10 | + |
| 11 | + * ###Bend modifier |
| 12 | + * |
| 13 | + * Bends an object along an axis. |
| 14 | + * |
| 15 | + * @author Bartek Drozdz |
| 16 | + * |
| 17 | + |
| 18 | + |
| 19 | + |
| 20 | + * ###Bloat modifier |
| 21 | + * |
| 22 | + * Bloats a mesh by forcing vertices out of specified sphere |
| 23 | + * |
| 24 | + * @author makc |
| 25 | + * |
| 26 | + |
| 27 | + |
| 28 | + |
| 29 | + * ###Twist modifier |
| 30 | + * |
| 31 | + * Twist mesh along an axis |
| 32 | + * Adapted from the Twist modifier for PV3D |
| 33 | + * |
| 34 | + |
| 35 | + |
| 36 | + |
| 37 | + * ###Skew modifier |
| 38 | + * |
| 39 | + * Skew mesh along an axis |
| 40 | + * |
| 41 | + * @author Bartek Drozdz |
| 42 | + * |
| 43 | + |
| 44 | + |
| 45 | + |
| 46 | + * ###Taper modifier |
| 47 | + * |
| 48 | + * The taper modifier displaces the vertices on two axes proportionally to their position on the third axis. |
| 49 | + * |
| 50 | + * @author Bartek Drozdz |
| 51 | + * |
| 52 | + |
| 53 | + |
| 54 | + |
| 55 | + * ###Wheel modifier |
| 56 | + * |
| 57 | + * Use it with vehicle models for wheels. |
| 58 | + * |
| 59 | + * The usual problem with a 3d wheel in a vahicle is that it is |
| 60 | + * supposed to turn (steer) and roll in the same time. |
| 61 | + * So, this code: |
| 62 | + * |
| 63 | + * ```javascript |
| 64 | + * wheel.rotationY = 10; // Steer 10deg to the left |
| 65 | + * wheel.rotationZ +- 5; // Roll with a speed of 5 |
| 66 | + * ``` |
| 67 | + * This will make the wheel roll incorectly. |
| 68 | + * |
| 69 | + * A usual way to solve this problem is to put the wheel in another DisplayObject3D/Mesh, |
| 70 | + * turn the parent and roll the child, like that: |
| 71 | + * ```javascript |
| 72 | + * steer.rotationY = 10; // Steer 10deg to the left |
| 73 | + * steer.wheel.rotationZ +- 5; // Roll with a speed of 5 |
| 74 | + * ``` |
| 75 | + * That will make the wheel behave correctly. But it can be uncomfortanble to apply, especially |
| 76 | + * to imported complex Collada models. |
| 77 | + * |
| 78 | + * The Wheel modifier elegantly solves this problem by doind the proper math in order to steer and roll |
| 79 | + * a single mesh at the same time. The only thing you need to do is to specify a steer vector and |
| 80 | + * roll vector - usually it will be 2 of the cardinal axes. The default value is: |
| 81 | + * |
| 82 | + * * steer - along the Y axis / new Vector3(0, 1, 0)</li> |
| 83 | + * * roll - along the Z axis / new Vector3(0, 0, 1)</li> |
| 84 | + * |
| 85 | + * |
| 86 | + * It should work with most car models imported from 3D editors as this is the natural position of a wheel. |
| 87 | + * |
| 88 | + * <i>Please note, that Papervision primitive cylinder, which may also be used as wheel, will require different axes |
| 89 | + * (Y for roll and Z or X for steer).</i> |
| 90 | + * |
| 91 | + * @author Bartek Drozdz |
| 92 | + * |
| 93 | + |
| 94 | + |
| 95 | + |
| 96 | + * ###Break modifier |
| 97 | + * |
| 98 | + * Allow to break a mesh |
| 99 | + * |
| 100 | + * @author Bartek Drozdz |
| 101 | + * |
| 102 | + |
| 103 | + |
| 104 | + |
| 105 | + * ###Noise modifier |
| 106 | + * |
| 107 | + * Randomly displaces each vertex in all 3 axes |
| 108 | + * |
| 109 | + * |
| 110 | + |
| 111 | + |
| 112 | + |
| 113 | + * ###DisplaceMap (BitmapDisplacement) Modifier |
| 114 | + * |
| 115 | + * Displaces vertices based on RGB values of bitmapData pixels. |
| 116 | + * |
| 117 | + * BitmapDisplacement is inspired by both the AS3 built-in DisplacementMapFilter. It allows |
| 118 | + * to use color values for each channels of a bitmap to modify the position of vertices in a mesh. |
| 119 | + * |
| 120 | + * The displacement takes place along the cardinal axes, and each axis is mapped to a |
| 121 | + * channel in the bitmap: X for Red, Y for Green and Z for Blue. |
| 122 | + * |
| 123 | + * @author Bartek Drozdz |
| 124 | + * |
| 125 | + |
| 126 | + |
| 127 | + |
| 128 | + * ###Perlin modifier |
| 129 | + * |
| 130 | + * Displaces vertices based on a perlin/simplex noise source. |
| 131 | + * |
| 132 | + * Accepts a perlin/simplex noise data (with width and height information) and displaces vertices |
| 133 | + * based on the value of each point of the noise map. |
| 134 | + * |
| 135 | + * @author Bartek Drozdz |
| 136 | + * |
| 137 | + * @uses: https://github.com/josephg/noisejs for JavaScript |
| 138 | + * |
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