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1 | 1 |
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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 | | - * |
| 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 |
93 | 25 |
|
94 | 26 |
|
95 | 27 |
|
96 | | - * ###Break modifier |
97 | | - * |
98 | | - * Allow to break a mesh |
99 | | - * |
100 | | - * @author Bartek Drozdz |
101 | | - * |
102 | 28 |
|
| 29 | +###Twist modifier |
103 | 30 |
|
| 31 | +Twist mesh along an axis |
| 32 | +Adapted from the Twist modifier for PV3D |
104 | 33 |
|
105 | | - * ###Noise modifier |
106 | | - * |
107 | | - * Randomly displaces each vertex in all 3 axes |
108 | | - * |
109 | | - * |
110 | 34 |
|
111 | 35 |
|
112 | 36 |
|
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 | | - * |
| 37 | +###Skew modifier |
125 | 38 |
|
| 39 | +Skew mesh along an axis |
126 | 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 | + |
127 | 94 |
|
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 | | - * |
| 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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