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| -###Pivot modifier |
3 |
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4 |
| -Allows to move the pivot point of a 3D mesh. |
5 |
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6 |
| -@author Bartek Drozdz |
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11 |
| -###Bend modifier |
12 |
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13 |
| -Bends an object along an axis. |
14 |
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15 |
| -@author Bartek Drozdz |
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18 |
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20 |
| -###Bloat modifier |
21 |
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22 |
| -Bloats a mesh by forcing vertices out of specified sphere |
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24 |
| -@author makc |
25 |
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28 |
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29 |
| -###Twist modifier |
30 |
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31 |
| -Twist mesh along an axis |
32 |
| -Adapted from the Twist modifier for PV3D |
33 |
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34 |
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35 |
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36 |
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37 |
| -###Skew modifier |
38 |
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39 |
| -Skew mesh along an axis |
40 |
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41 |
| -@author Bartek Drozdz |
42 |
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44 |
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45 |
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46 |
| -###Taper modifier |
47 |
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48 |
| -The taper modifier displaces the vertices on two axes proportionally to their position on the third axis. |
49 |
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50 |
| -@author Bartek Drozdz |
51 |
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52 |
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53 |
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54 |
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55 |
| -###Wheel modifier |
56 |
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57 |
| -Use it with vehicle models for wheels. |
58 |
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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 |
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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 |
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93 |
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94 |
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95 |
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96 |
| -###Break modifier |
97 |
| - |
98 |
| -Allow to break a mesh |
99 |
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100 |
| -@author Bartek Drozdz |
101 |
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102 |
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103 |
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104 |
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105 |
| -###Noise modifier |
106 |
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107 |
| -Randomly displaces each vertex in all 3 axes |
108 |
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109 |
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110 |
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111 |
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112 |
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113 |
| -###DisplaceMap (BitmapDisplacement) Modifier |
114 |
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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 |
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123 |
| -@author Bartek Drozdz |
124 |
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125 |
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126 |
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127 |
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128 |
| -###Perlin modifier |
129 |
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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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