Documentation ¶
Index ¶
- Constants
- func Clamp(v, min, max float64) float64
- func Multiply3x3by3x1(m Matrix, v vector3.Float64) vector3.Float64
- func ToNormal(inEulerAngle vector3.Float64) vector3.Float64
- type Line
- type Material
- type Matrix
- type Mesh
- func EmptyMesh(topo Topology) Mesh
- func NewLineStripMesh(v3Data map[string][]vector3.Float64, v2Data map[string][]vector2.Float64, ...) Mesh
- func NewMesh(topo Topology, indices []int) Mesh
- func NewPointCloud(v4Data map[string][]vector4.Float64, v3Data map[string][]vector3.Float64, ...) Mesh
- func NewTriangleMesh(indices []int) Mesh
- func (m Mesh) Append(other Mesh) Mesh
- func (m Mesh) AttributeLength() int
- func (m Mesh) BoundingBox(atr string) geometry.AABB
- func (m Mesh) ClearAttributeData() Mesh
- func (m Mesh) CopyFloat1Attribute(src Mesh, attr string) Mesh
- func (m Mesh) CopyFloat2Attribute(src Mesh, attr string) Mesh
- func (m Mesh) CopyFloat3Attribute(src Mesh, attr string) Mesh
- func (m Mesh) CopyFloat4Attribute(src Mesh, attr string) Mesh
- func (m Mesh) Float1Attribute(attr string) *iter.ArrayIterator[float64]
- func (m Mesh) Float1Attributes() []string
- func (m Mesh) Float2Attribute(attr string) *iter.ArrayIterator[vector2.Float64]
- func (m Mesh) Float2Attributes() []string
- func (m Mesh) Float3Attribute(attr string) *iter.ArrayIterator[vector3.Float64]
- func (m Mesh) Float3Attributes() []string
- func (m Mesh) Float4Attribute(attr string) *iter.ArrayIterator[vector4.Float64]
- func (m Mesh) Float4Attributes() []string
- func (m Mesh) HasFloat1Attribute(attribute string) bool
- func (m Mesh) HasFloat2Attribute(attribute string) bool
- func (m Mesh) HasFloat3Attribute(attribute string) bool
- func (m Mesh) HasFloat4Attribute(attribute string) bool
- func (m Mesh) HasVertexAttribute(attribute string) bool
- func (m Mesh) Indices() *iter.ArrayIterator[int]
- func (m Mesh) LineStrip(i int) Line
- func (m Mesh) Materials() []MeshMaterial
- func (m Mesh) ModifyFloat1Attribute(atr string, f func(i int, v float64) float64) Mesh
- func (m Mesh) ModifyFloat1AttributeParallel(atr string, f func(i int, v float64) float64) Mesh
- func (m Mesh) ModifyFloat1AttributeParallelWithPoolSize(atr string, size int, f func(i int, v float64) float64) Mesh
- func (m Mesh) ModifyFloat2Attribute(atr string, f func(i int, v vector2.Float64) vector2.Float64) Mesh
- func (m Mesh) ModifyFloat2AttributeParallel(atr string, f func(i int, v vector2.Float64) vector2.Float64) Mesh
- func (m Mesh) ModifyFloat2AttributeParallelWithPoolSize(atr string, size int, f func(i int, v vector2.Float64) vector2.Float64) Mesh
- func (m Mesh) ModifyFloat3Attribute(atr string, f func(i int, v vector3.Float64) vector3.Float64) Mesh
- func (m Mesh) ModifyFloat3AttributeParallel(atr string, f func(i int, v vector3.Float64) vector3.Float64) Mesh
- func (m Mesh) ModifyFloat3AttributeParallelWithPoolSize(atr string, size int, f func(i int, v vector3.Float64) vector3.Float64) Mesh
- func (m Mesh) OctTree() *trees.OctTree
- func (m Mesh) OctTreeDepth(depth int) *trees.OctTree
- func (m Mesh) OctTreeWithAttributeAndDepth(atr string, depth int) *trees.OctTree
- func (m Mesh) PrimitiveCount() int
- func (m Mesh) Rotate(q quaternion.Quaternion) Mesh
- func (m Mesh) Scale(amount vector3.Float64) Mesh
- func (m Mesh) ScanFloat1Attribute(atr string, f func(i int, v float64)) Mesh
- func (m Mesh) ScanFloat1AttributeParallel(atr string, f func(i int, v float64)) Mesh
- func (m Mesh) ScanFloat1AttributeParallelWithPoolSize(atr string, size int, f func(i int, v float64)) Mesh
- func (m Mesh) ScanFloat2Attribute(atr string, f func(i int, v vector2.Float64)) Mesh
- func (m Mesh) ScanFloat2AttributeParallel(atr string, f func(i int, v vector2.Float64)) Mesh
- func (m Mesh) ScanFloat2AttributeParallelWithPoolSize(atr string, size int, f func(i int, v vector2.Float64)) Mesh
- func (m Mesh) ScanFloat3Attribute(atr string, f func(i int, v vector3.Float64)) Mesh
- func (m Mesh) ScanFloat3AttributeParallel(atr string, f func(i int, v vector3.Float64)) Mesh
- func (m Mesh) ScanFloat3AttributeParallelWithPoolSize(atr string, size int, f func(i int, v vector3.Float64)) Mesh
- func (m Mesh) ScanFloat4Attribute(atr string, f func(i int, v vector4.Float64)) Mesh
- func (m Mesh) ScanPrimitives(f func(i int, p Primitive)) Mesh
- func (m Mesh) ScanPrimitivesParallel(f func(i int, p Primitive)) Mesh
- func (m Mesh) ScanPrimitivesParallelWithPoolSize(size int, f func(i int, p Primitive)) Mesh
- func (m Mesh) SetFloat1Attribute(attr string, data []float64) Mesh
- func (m Mesh) SetFloat1Data(data map[string][]float64) Mesh
- func (m Mesh) SetFloat2Attribute(attr string, data []vector2.Float64) Mesh
- func (m Mesh) SetFloat2Data(data map[string][]vector2.Float64) Mesh
- func (m Mesh) SetFloat3Attribute(attr string, data []vector3.Float64) Mesh
- func (m Mesh) SetFloat3Data(data map[string][]vector3.Float64) Mesh
- func (m Mesh) SetFloat4Attribute(attr string, data []vector4.Float64) Mesh
- func (m Mesh) SetFloat4Data(data map[string][]vector4.Float64) Mesh
- func (m Mesh) SetIndices(indices []int) Mesh
- func (m Mesh) SetMaterial(mat Material) Mesh
- func (m Mesh) SetMaterials(mat []MeshMaterial) Mesh
- func (m Mesh) ToPointCloud() Mesh
- func (m Mesh) Topology() Topology
- func (m Mesh) Transform(ops ...Transformer) Mesh
- func (m Mesh) Translate(v vector3.Float64) Mesh
- func (m Mesh) Tri(i int) Tri
- func (m Mesh) VertexNeighborTable() VertexLUT
- func (m Mesh) WeldByFloat3Attribute(attribute string, decimalPlace int) Mesh
- type MeshMaterial
- type Point
- type Primitive
- type Topology
- type Transformer
- type Tri
- func (t Tri) Area3D(attr string) float64
- func (t Tri) Average(attr string) vector3.Float64
- func (t Tri) BoundingBox(attr string) geometry.AABB
- func (t Tri) Bounds() geometry.AABB
- func (t Tri) ClosestPoint(attr string, p vector3.Float64) vector3.Float64
- func (t Tri) L1(attr string) geometry.Line3D
- func (t Tri) L2(attr string) geometry.Line3D
- func (t Tri) L3(attr string) geometry.Line3D
- func (t Tri) LineIntersects(line geometry.Line3D) (vector3.Float64, bool)
- func (t Tri) P1() int
- func (t Tri) P1Vec1Attr(attr string) float64
- func (t Tri) P1Vec2Attr(attr string) vector2.Float64
- func (t Tri) P1Vec3Attr(attr string) vector3.Float64
- func (t Tri) P2() int
- func (t Tri) P2Vec1Attr(attr string) float64
- func (t Tri) P2Vec2Attr(attr string) vector2.Float64
- func (t Tri) P2Vec3Attr(attr string) vector3.Float64
- func (t Tri) P3() int
- func (t Tri) P3Vec1Attr(attr string) float64
- func (t Tri) P3Vec2Attr(attr string) vector2.Float64
- func (t Tri) P3Vec3Attr(attr string) vector3.Float64
- func (t Tri) Plane(attr string) geometry.Plane
- func (t Tri) PointInSide(p vector3.Float64) bool
- func (t Tri) RayIntersects(ray geometry.Ray) (vector3.Float64, bool)
- func (t Tri) Scope(attr string) trees.Element
- func (t Tri) UniqueVertices() bool
- type VectorInt
- type VertexLUT
- func (vLUT VertexLUT) AddLookup(from, to int)
- func (vLUT VertexLUT) Count(v int) int
- func (vLUT VertexLUT) Link(v1, v2 int)
- func (vLUT VertexLUT) Lookup(v int) map[int]struct{}
- func (vLUT VertexLUT) Remove(v int) map[int]struct{}
- func (vLUT VertexLUT) RemoveLink(v1, v2 int)
- func (vLUT VertexLUT) RemoveLookup(from, to int)
- func (vLUT VertexLUT) RemoveVertex(v int)
Constants ¶
const ( PositionAttribute = "Position" NormalAttribute = "Normal" ColorAttribute = "Color" TexCoordAttribute = "TexCoord" ClassAttribute = "Class" IntensityAttribute = "Intensity" JointAttribute = "Joint" WeightAttribute = "Weight" ScaleAttribute = "Scale" RotationAttribute = "Rotation" OpacityAttribute = "Opacity" FDCAttribute = "FDC" )
Variables ¶
This section is empty.
Functions ¶
Types ¶
type Line ¶
type Line struct {
// contains filtered or unexported fields
}
func (Line) ClosestPoint ¶
func (Line) P1 ¶ added in v0.2.0
P1 is the first point on our triangle, which is an index to the vertices array of a mesh
type Material ¶
type Material struct { Name string // Account for light that is scattered about the entire scene AmbientColor color.Color // The main color DiffuseColor color.Color // Color seen where the surface is shiny and mirror like SpecularColor color.Color // Typically between 0 - 1000, with a high value resulting in a tight, // concentrated highlight // // Defines the focus of the specular highlight SpecularHighlight float64 // Index of refraction, between 0.001 to 10, 1.0 means light does not bend // as it passes through the object OpticalDensity float64 // Specifies how much this material dissolves into the background. A factor // of 0.0 is fully opaque. A factor of 1.0 is completely transparent. Transparency float64 ColorTextureURI *string NormalTextureURI *string SpecularTextureURI *string }
Material is just a clone of obj's MTL format at the moment cause man this problem scares me.
func DefaultColorMaterial ¶
func DefaultMaterial ¶
func DefaultMaterial() Material
type Mesh ¶
type Mesh struct {
// contains filtered or unexported fields
}
func NewLineStripMesh ¶
func NewMesh ¶
New Mesh creates a new mesh with the specified topology with all empty attribute data arrays stripped.
func NewPointCloud ¶
func NewTriangleMesh ¶ added in v0.8.0
NewTriangleMesh creates a new triangle mesh with all empty attribute data arrays stripped.
func (Mesh) AttributeLength ¶
func (Mesh) ClearAttributeData ¶ added in v0.8.0
func (Mesh) CopyFloat1Attribute ¶ added in v0.7.0
func (Mesh) CopyFloat2Attribute ¶ added in v0.7.0
func (Mesh) CopyFloat3Attribute ¶ added in v0.7.0
func (Mesh) CopyFloat4Attribute ¶ added in v0.7.0
func (Mesh) Float1Attribute ¶ added in v0.8.0
func (m Mesh) Float1Attribute(attr string) *iter.ArrayIterator[float64]
func (Mesh) Float1Attributes ¶
func (Mesh) Float2Attribute ¶ added in v0.8.0
func (Mesh) Float2Attributes ¶
func (Mesh) Float3Attribute ¶ added in v0.8.0
func (Mesh) Float3Attributes ¶
func (Mesh) Float4Attribute ¶ added in v0.8.0
func (Mesh) Float4Attributes ¶ added in v0.5.0
func (Mesh) HasFloat1Attribute ¶
func (Mesh) HasFloat2Attribute ¶
func (Mesh) HasFloat3Attribute ¶
func (Mesh) HasFloat4Attribute ¶ added in v0.5.0
func (Mesh) HasVertexAttribute ¶
func (Mesh) Materials ¶
func (m Mesh) Materials() []MeshMaterial
func (Mesh) ModifyFloat1Attribute ¶
func (Mesh) ModifyFloat1AttributeParallel ¶
func (Mesh) ModifyFloat1AttributeParallelWithPoolSize ¶
func (Mesh) ModifyFloat2Attribute ¶
func (Mesh) ModifyFloat2AttributeParallel ¶
func (Mesh) ModifyFloat2AttributeParallelWithPoolSize ¶
func (Mesh) ModifyFloat3Attribute ¶
func (Mesh) ModifyFloat3AttributeParallel ¶
func (Mesh) ModifyFloat3AttributeParallelWithPoolSize ¶
func (Mesh) OctTreeWithAttributeAndDepth ¶ added in v0.3.0
func (Mesh) PrimitiveCount ¶
func (Mesh) Rotate ¶
func (m Mesh) Rotate(q quaternion.Quaternion) Mesh
func (Mesh) ScanFloat1Attribute ¶
func (Mesh) ScanFloat1AttributeParallel ¶
func (Mesh) ScanFloat1AttributeParallelWithPoolSize ¶
func (Mesh) ScanFloat2Attribute ¶
func (Mesh) ScanFloat2AttributeParallel ¶
func (Mesh) ScanFloat2AttributeParallelWithPoolSize ¶
func (Mesh) ScanFloat3Attribute ¶
func (Mesh) ScanFloat3AttributeParallel ¶
func (Mesh) ScanFloat3AttributeParallelWithPoolSize ¶
func (Mesh) ScanFloat4Attribute ¶ added in v0.5.0
func (Mesh) ScanPrimitivesParallel ¶
func (Mesh) ScanPrimitivesParallelWithPoolSize ¶
func (Mesh) SetFloat1Data ¶ added in v0.5.0
func (Mesh) SetFloat2Attribute ¶
func (Mesh) SetFloat2Data ¶ added in v0.5.0
func (Mesh) SetFloat3Attribute ¶
func (Mesh) SetFloat3Data ¶ added in v0.5.0
func (Mesh) SetFloat4Attribute ¶ added in v0.5.0
func (Mesh) SetFloat4Data ¶ added in v0.5.0
func (Mesh) SetIndices ¶ added in v0.8.0
func (Mesh) SetMaterial ¶
func (Mesh) SetMaterials ¶ added in v0.5.0
func (m Mesh) SetMaterials(mat []MeshMaterial) Mesh
func (Mesh) ToPointCloud ¶ added in v0.8.0
func (Mesh) Transform ¶ added in v0.8.0
func (m Mesh) Transform(ops ...Transformer) Mesh
func (Mesh) VertexNeighborTable ¶
type MeshMaterial ¶
type Point ¶
type Point struct {
// contains filtered or unexported fields
}
func (Point) ClosestPoint ¶
type Transformer ¶ added in v0.8.0
type Tri ¶
type Tri struct {
// contains filtered or unexported fields
}
Tri provides utility functions to a specific underlying mesh
func (Tri) LineIntersects ¶ added in v0.3.0
func (Tri) P1 ¶
P1 is the first point on our triangle, which is an index to the vertices array of a mesh
func (Tri) P1Vec1Attr ¶ added in v0.4.0
func (Tri) P2 ¶
P2 is the second point on our triangle, which is an index to the vertices array of a mesh
func (Tri) P2Vec1Attr ¶ added in v0.4.0
func (Tri) P3 ¶
P3 is the third point on our triangle, which is an index to the vertices array of a mesh
func (Tri) P3Vec1Attr ¶ added in v0.4.0
func (Tri) PointInSide ¶
https://gdbooks.gitbooks.io/3dcollisions/content/Chapter4/point_in_triangle.html
func (Tri) RayIntersects ¶ added in v0.3.0
func (Tri) UniqueVertices ¶
Valid determines whether or not the contains 3 unique vertices.