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Nikos M
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api-reference
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api-reference.md

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* ###Pivot modifier
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*
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* Allows to move the pivot point of a 3D mesh.
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*
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* @author Bartek Drozdz
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*
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* ###Bend modifier
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*
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* Bends an object along an axis.
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*
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* @author Bartek Drozdz
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*
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* ###Bloat modifier
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*
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* Bloats a mesh by forcing vertices out of specified sphere
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*
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* @author makc
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*
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* ###Twist modifier
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*
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* Twist mesh along an axis
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* Adapted from the Twist modifier for PV3D
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*
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* ###Skew modifier
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*
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* Skew mesh along an axis
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*
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* @author Bartek Drozdz
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*
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* ###Taper modifier
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*
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* The taper modifier displaces the vertices on two axes proportionally to their position on the third axis.
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*
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* @author Bartek Drozdz
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*
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* ###Wheel modifier
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*
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* Use it with vehicle models for wheels.
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*
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* The usual problem with a 3d wheel in a vahicle is that it is
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* supposed to turn (steer) and roll in the same time.
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* So, this code:
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*
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* ```javascript
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* wheel.rotationY = 10; // Steer 10deg to the left
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* wheel.rotationZ +- 5; // Roll with a speed of 5
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* ```
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* This will make the wheel roll incorectly.
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*
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* A usual way to solve this problem is to put the wheel in another DisplayObject3D/Mesh,
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* turn the parent and roll the child, like that:
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* ```javascript
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* steer.rotationY = 10; // Steer 10deg to the left
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* steer.wheel.rotationZ +- 5; // Roll with a speed of 5
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* ```
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* That will make the wheel behave correctly. But it can be uncomfortanble to apply, especially
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* to imported complex Collada models.
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*
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* The Wheel modifier elegantly solves this problem by doind the proper math in order to steer and roll
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* a single mesh at the same time. The only thing you need to do is to specify a steer vector and
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* roll vector - usually it will be 2 of the cardinal axes. The default value is:
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*
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* * steer - along the Y axis / new Vector3(0, 1, 0)</li>
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* * roll - along the Z axis / new Vector3(0, 0, 1)</li>
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*
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*
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* It should work with most car models imported from 3D editors as this is the natural position of a wheel.
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*
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* <i>Please note, that Papervision primitive cylinder, which may also be used as wheel, will require different axes
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* (Y for roll and Z or X for steer).</i>
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*
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* @author Bartek Drozdz
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*
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###Pivot modifier
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Allows to move the pivot point of a 3D mesh.
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@author Bartek Drozdz
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###Bend modifier
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Bends an object along an axis.
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@author Bartek Drozdz
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###Bloat modifier
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Bloats a mesh by forcing vertices out of specified sphere
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@author makc
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* ###Break modifier
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*
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* Allow to break a mesh
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*
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* @author Bartek Drozdz
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*
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###Twist modifier
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Twist mesh along an axis
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Adapted from the Twist modifier for PV3D
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* ###Noise modifier
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*
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* Randomly displaces each vertex in all 3 axes
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*
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*
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* ###DisplaceMap (BitmapDisplacement) Modifier
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*
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* Displaces vertices based on RGB values of bitmapData pixels.
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*
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* BitmapDisplacement is inspired by both the AS3 built-in DisplacementMapFilter. It allows
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* to use color values for each channels of a bitmap to modify the position of vertices in a mesh.
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*
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* The displacement takes place along the cardinal axes, and each axis is mapped to a
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* channel in the bitmap: X for Red, Y for Green and Z for Blue.
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*
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* @author Bartek Drozdz
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*
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###Skew modifier
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Skew mesh along an axis
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@author Bartek Drozdz
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###Taper modifier
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The taper modifier displaces the vertices on two axes proportionally to their position on the third axis.
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@author Bartek Drozdz
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###Wheel modifier
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Use it with vehicle models for wheels.
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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.
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So, this code:
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```javascript
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wheel.rotationY = 10; // Steer 10deg to the left
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wheel.rotationZ +- 5; // Roll with a speed of 5
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```
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This will make the wheel roll incorectly.
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A usual way to solve this problem is to put the wheel in another DisplayObject3D/Mesh,
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turn the parent and roll the child, like that:
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```javascript
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steer.rotationY = 10; // Steer 10deg to the left
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steer.wheel.rotationZ +- 5; // Roll with a speed of 5
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```
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That will make the wheel behave correctly. But it can be uncomfortanble to apply, especially
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to imported complex Collada models.
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The Wheel modifier elegantly solves this problem by doind the proper math in order to steer and roll
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a single mesh at the same time. The only thing you need to do is to specify a steer vector and
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roll vector - usually it will be 2 of the cardinal axes. The default value is:
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* steer - along the Y axis / new Vector3(0, 1, 0)</li>
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* roll - along the Z axis / new Vector3(0, 0, 1)</li>
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It should work with most car models imported from 3D editors as this is the natural position of a wheel.
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<i>Please note, that Papervision primitive cylinder, which may also be used as wheel, will require different axes
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(Y for roll and Z or X for steer).</i>
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@author Bartek Drozdz
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* ###Perlin modifier
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*
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* Displaces vertices based on a perlin/simplex noise source.
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*
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* Accepts a perlin/simplex noise data (with width and height information) and displaces vertices
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* based on the value of each point of the noise map.
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*
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* @author Bartek Drozdz
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*
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* @uses: https://github.com/josephg/noisejs for JavaScript
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*
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###Break modifier
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Allow to break a mesh
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@author Bartek Drozdz
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###Noise modifier
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Randomly displaces each vertex in all 3 axes
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###DisplaceMap (BitmapDisplacement) Modifier
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Displaces vertices based on RGB values of bitmapData pixels.
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BitmapDisplacement is inspired by both the AS3 built-in DisplacementMapFilter. It allows
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to use color values for each channels of a bitmap to modify the position of vertices in a mesh.
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The displacement takes place along the cardinal axes, and each axis is mapped to a
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channel in the bitmap: X for Red, Y for Green and Z for Blue.
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@author Bartek Drozdz
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###Perlin modifier
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Displaces vertices based on a perlin/simplex noise source.
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Accepts a perlin/simplex noise data (with width and height information) and displaces vertices
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based on the value of each point of the noise map.
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@author Bartek Drozdz
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@uses: https://github.com/josephg/noisejs for JavaScript
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