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feng3d
Methods
applyTransformation
- applyTransformation(transform, positions, normals?, tangents?): void
-
Returns void
createFaceNormals
- createFaceNormals(indices, positions, useFaceWeights?): {
faceNormals: number[];
faceWeights: number[];
}
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Parameters
-
indices: number[]
-
positions: number[]
-
Optional useFaceWeights: boolean
Returns {
faceNormals: number[];
faceWeights: number[];
}
-
faceNormals: number[]
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faceWeights: number[]
createFaceTangents
- createFaceTangents(indices, positions, uvs, useFaceWeights?): {
faceTangents: number[];
faceWeights: number[];
}
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Parameters
-
indices: ArrayLike<number>
-
positions: ArrayLike<number>
-
uvs: ArrayLike<number>
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Optional useFaceWeights: boolean
Returns {
faceTangents: number[];
faceWeights: number[];
}
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faceTangents: number[]
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faceWeights: number[]
createIndices
- createIndices(positions): number[]
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Returns number[]
createUVs
- createUVs(positions): number[]
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Returns number[]
createVertexNormals
- createVertexNormals(indices, positions, useFaceWeights?): number[]
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Parameters
-
indices: number[]
-
positions: number[]
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Optional useFaceWeights: boolean
Returns number[]
createVertexTangents
- createVertexTangents(indices, positions, uvs, useFaceWeights?): number[]
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Parameters
-
indices: ArrayLike<number>
-
positions: ArrayLike<number>
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uvs: ArrayLike<number>
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Optional useFaceWeights: boolean
Returns number[]
getAABB
- getAABB(positions, out?): Box3
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Parameters
-
positions: number[]
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Optional out: Box3
mergeGeometry
- mergeGeometry(geometrys): {
indices: number[];
normals?: number[];
positions: number[];
tangents?: number[];
uvs?: number[];
}
-
Parameters
-
geometrys: {
indices: number[];
normals?: number[];
positions: number[];
tangents?: number[];
uvs?: number[];
}[]
Returns {
indices: number[];
normals?: number[];
positions: number[];
tangents?: number[];
uvs?: number[];
}
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indices: number[]
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Optional normals?: number[]
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positions: number[]
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Optional tangents?: number[]
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Optional uvs?: number[]
normalizeNormals
- normalizeNormals(normals): void
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Returns void
raycast
- raycast(ray, indices, positions, uvs, shortestCollisionDistance?, cullFace?): {
index: number;
localNormal: Vector3;
localPosition: Vector3;
rayEntryDistance: number;
uv: Vector2;
}
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Parameters
-
-
indices: ArrayLike<number>
-
-
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Optional shortestCollisionDistance: number
-
Optional cullFace: CullFace
Returns {
index: number;
localNormal: Vector3;
localPosition: Vector3;
rayEntryDistance: number;
uv: Vector2;
}
-
index: number
-
-
localPosition: Vector3
-
rayEntryDistance: number
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应用变换矩阵