vector_math_geometry library

A library containing geometry generators (like CubeGenerator, SphereGenerator and CylinderGenerator) and filters (BarycentricFilter, ColorFilter and InvertFilter).

Classes

BarycentricFilter
CircleGenerator
ColorFilter
CubeGenerator
CylinderGenerator
FlatShadeFilter
GeometryFilter
GeometryGenerator
GeometryGeneratorFlags
InplaceGeometryFilter
InvertFilter
MeshGeometry
RingGenerator
SphereGenerator
TransformFilter
VertexAttrib

Functions

generateNormals(Vector3List normals, Vector3List positions, Uint16List indices) → void
Generate vertex normals based on a list of positions and indices. normals is assumed to be zeroed out, and much match positions in length. indices is assumed to represent a triangle list.
generateTangents(Vector4List tangents, Vector3List positions, Vector3List normals, Vector2List texCoords, Uint16List indices) → void
Generate vertex tangents based on a list of positions, normals, texCoords and indices. tangents is assumed to be zeroed out, and much match positions, normals, and texCoords in length. indices is assumed to represent a triangle list. Tangents are returned as Vector4s. The X, Y, and Z component represent the tangent and the W component represents the direction of the bitangent which can be generated as: vec4 bitangent = cross(normal, tangent.xyz) * tangent.w; Derived from the granddaddy of all tangent generation functions: http://www.terathon.com/code/tangent.html