pub trait IsBox2 : Cast {
clamp_point(Self, Vector2, Vector2) -> Vector2
clone(Self) -> Box2
contains_box(Self, Box2) -> Bool
contains_point(Self, Vector2) -> Bool
copy(Self, Box2) -> Unit
distance_to_point(Self, Vector2) -> Float
equals(Self, Box2) -> Bool
expand_by_point(Self, Vector2) -> Unit
expand_by_scalar(Self, Float) -> Unit
expand_by_vector(Self, Vector2) -> Unit
get_center(Self, Vector2) -> Vector2
get_parameter(Self, Vector2, Vector2) -> Vector2
get_size(Self, Vector2) -> Vector2
intersect(Self, Box2) -> Unit
intersects_box(Self, Box2) -> Bool
is_empty(Self) -> Bool
make_empty(Self) -> Unit
set(Self, Vector2, Vector2) -> Unit
set_from_center_and_size(Self, Vector2, Vector2) -> Unit
translate(Self, Vector2) -> Unit
union(Self, Box2) -> Unit
}pub trait IsEluer : Cast {
x(Self) -> Float
y(Self) -> Float
z(Self) -> Float
order(Self) -> String
set(Self, Float, Float, Float, String) -> Unit
}pub trait IsObject : Cast {
cast_shadow(Self) -> Bool
id(Self) -> Int
add(Self, Object) -> Unit
attach(Self, Object) -> Unit
clear(Self) -> Unit
clone(Self, Bool) -> Object
copy(Self, Object, Bool) -> Object
get_world_direction(Self, Vector3) -> Vector3
get_world_position(Self, Vector3) -> Vector3
get_world_scale(Self, Vector3) -> Vector3
local_to_world(Self, Vector3) -> Vector3
lookat(Self, Float, Float, Float) -> Unit
remove(Self, Value) -> Unit
remove_from_parent(Self) -> Unit
rotate_on_axis(Self, Vector3, Float) -> Unit
rotate_on_world_axis(Self, Vector3, Float) -> Unit
rotate_x(Self, Float) -> Unit
rotate_y(Self, Float) -> Unit
rotate_z(Self, Float) -> Unit
set_rotation_from_axis_angle(Self, Vector3, Float) -> Unit
translate_on_axis(Self, Vector3, Float) -> Unit
translate_x(Self, Float) -> Unit
translate_y(Self, Float) -> Unit
translate_z(Self, Float) -> Unit
update_matrix(Self) -> Unit
world_to_local(Self, Vector3) -> Vector3
set_position(Self, Float, Float, Float) -> Unit
set_rotation(Self, Float, Float, Float, String) -> Unit
}pub trait IsOrthographicCamera : IsCamera {
clear_view_offset(Self) -> Unit
set_view_offset(Self, Float, Float, Float, Float, Float, Float) -> Unit
update_projection_matrix(Self) -> Unit
}pub trait IsPerspectiveCamera : IsCamera {
clear_view_offset(Self) -> Unit
get_effective_fov(Self) -> Float
get_film_height(Self) -> Float
get_film_width(Self) -> Float
get_focal_length(Self) -> Float
set_focal_length(Self, Float) -> Unit
set_view_offset(Self, Float, Float, Float, Float, Float, Float) -> Unit
update_projection_matrix(Self) -> Unit
}pub trait IsVector2 : Cast {
add(Self, Vector2) -> Unit
add_scalar(Self, Float) -> Unit
add_scalar_vector(Self, Vector2, Float) -> Unit
add_vectors(Self, Vector2, Vector2) -> Unit
angle(Self) -> Float
angle_to(Self, Vector2) -> Float
ceil(Self) -> Unit
clamp(Self, Vector2, Vector2) -> Unit
clamp_scalar(Self, Float, Float) -> Unit
clamp_length(Self, Float, Float) -> Unit
clone(Self) -> Vector2
copy(Self, Vector2) -> Unit
cross(Self, Vector2) -> Float
distance_to(Self, Vector2) -> Float
distance_to_squared(Self, Vector2) -> Float
divide(Self, Vector2) -> Unit
divide_scalar(Self, Float) -> Unit
dot(Self, Vector2) -> Float
equals(Self, Vector2) -> Bool
floor(Self) -> Unit
get_component(Self, Int) -> Float
length(Self) -> Float
length_sq(Self) -> Float
lerp(Self, Vector2, Float) -> Unit
lerp_vectors(Self, Vector2, Vector2, Float) -> Unit
manhattan_distance_to(Self, Vector2) -> Float
manhattan_length(Self) -> Float
max(Self, Vector2) -> Unit
min(Self, Vector2) -> Unit
multiply(Self, Vector2) -> Unit
multiply_scalar(Self, Float) -> Unit
negate(Self) -> Unit
normalize(Self) -> Unit
random(Self) -> Unit
rotate_around(Self, Vector2, Float) -> Unit
round(Self) -> Unit
round_to_zero(Self) -> Unit
set(Self, Float, Float) -> Unit
set_component(Self, Int, Float) -> Unit
set_length(Self, Float) -> Unit
set_scalar(Self, Float) -> Unit
set_x(Self, Float) -> Unit
set_y(Self, Float) -> Unit
sub(Self, Vector2) -> Unit
sub_scalar(Self, Float) -> Unit
sub_vectors(Self, Vector2, Vector2) -> Unit
}pub trait IsVector3 : Cast {
x(Self) -> Float
y(Self) -> Float
z(Self) -> Float
add(Self, Vector3) -> Unit
add_scalar(Self, Float) -> Unit
add_scaled_vector(Self, Vector3, Float) -> Unit
add_vectors(Self, Vector3, Vector3) -> Vector3
angle_to(Self, Vector3) -> Float
apply_axis_angle(Self, Vector3, Float) -> Unit
ceil(Self) -> Unit
clamp(Self, Vector3, Vector3) -> Unit
clamp_length(Self, Float, Float) -> Unit
clamp_scalar(Self, Float, Float) -> Unit
clone(Self) -> Vector3
copy(Self, Vector3) -> Unit
cross(Self, Vector3) -> Unit
cross_vectors(Self, Vector3, Vector3) -> Vector3
distance_to(Self, Vector3) -> Float
distance_to_squared(Self, Vector3) -> Float
divide(Self, Vector3) -> Unit
divide_scalar(Self, Float) -> Unit
dot(Self, Vector3) -> Float
equals(Self, Vector3) -> Bool
floor(Self) -> Unit
get_component(Self, Int) -> Float
length(Self) -> Float
length_sq(Self) -> Float
lerp(Self, Vector3, Float) -> Unit
lerp_vectors(Self, Vector3, Vector3, Float) -> Vector3
manhattan_distance_to(Self, Vector3) -> Float
manhattan_length(Self) -> Float
max(Self, Vector3) -> Vector3
min(Self, Vector3) -> Vector3
multiply(Self, Vector3) -> Unit
multiply_scalar(Self, Float) -> Vector3
multiply_vectors(Self, Vector3, Vector3) -> Vector3
negate(Self) -> Unit
normalize(Self) -> Unit
project(Self, Camera) -> Unit
project_on_plane(Self, Vector3) -> Unit
project_on_vector(Self, Vector3) -> Unit
random(Self) -> Unit
random_direction(Self) -> Unit
reflect(Self, Vector3) -> Unit
round(Self) -> Unit
round_to_zero(Self) -> Unit
set(Self, Float, Float, Float) -> Unit
set_component(Self, Int, Float) -> Unit
set_from_cylindrical_coords(Self, Float, Float, Float) -> Unit
set_from_spherical_coords(Self, Float, Float, Float) -> Unit
set_length(Self, Float) -> Unit
set_scalar(Self, Float) -> Unit
set_x(Self, Float) -> Unit
set_y(Self, Float) -> Unit
set_z(Self, Float) -> Unit
sub(Self, Vector3) -> Unit
sub_scalar(Self, Float) -> Unit
sub_vectors(Self, Vector3, Vector3) -> Vector3
unproject(Self, Camera) -> Unit
}type Box2#external
pub type Cameratype CubeCameraimpl IsCamera for CubeCameraimpl IsCubeCamera for CubeCameraimpl IsObject for CubeCameraimpl Cast for CubeCameratype DRACOLoaderimpl IsGLTFLoader for DRACOLoadertype DirectionalLightimpl IsDirectionalLight for DirectionalLightimpl IsObject for DirectionalLightimpl Cast for DirectionalLighttype Eluertype Lighttype Material#external
pub type Meshtype Objecttype OrbitControlimport { OrbitControls } from 'three/addons/controls/OrbitControls.js';
window.OrbitControls = OrbitControls;impl IsControl for OrbitControlimpl IsOrbitControls for OrbitControlimpl Cast for OrbitControltype OrthographicCameraimpl IsCamera for OrthographicCameraimpl IsObject for OrthographicCameraimpl IsOrthographicCamera for OrthographicCameraimpl Cast for OrthographicCamerafn OrthographicCamera::new(left : Float, right : Float, top : Float, bottom : Float, near : Float, far : Float) -> Cameratype PerspectiveCameraimpl IsCamera for PerspectiveCameraimpl IsObject for PerspectiveCameraimpl IsPerspectiveCamera for PerspectiveCameraimpl Cast for PerspectiveCameratype PointLightimpl IsObject for PointLightimpl IsPointLight for PointLightimpl Cast for PointLightfn PointLight::new(color : String, intensity : Float, distance : Float, decay : Float) -> DirectionalLightpub(all) enum Primitive {
BoxGeometry
CapsuleGeometry
CircleGeometry
ConeGeometry
CylinderGeometry
DodecahedronGeometry
EdgesGeometry
ExtrudeGeometry
IcosahedronGeometry
LatheGeometry
OctahedronGeometry
ParametricGeometry
PlaneGeometry
PolyhedronGeometry
RingGeometry
ShapeGeometry
SphereGeometry
TetrahedronGeometry
TorusGeometry
TorusKnotGeometry
TubeGeometry
WireframeGeometry
}#external
pub type Render#external
pub type Scenetype Vector2type Vector3fn newBox(width : Int, height : Int, depth : Int, widthSegments : Int, heightSegments : Int, depthSegments : Int) -> BufferGeometryfn newCapsule(radius : Float, height : Float, capSegments : Int, radialSegments : Int, heightSegments : Int) -> BufferGeometryfn newCircle(radius : Float, segments : Int, thetaStart : Float, thetaLength : Float) -> BufferGeometryfn newCone(radius : Float, height : Float, radialSegments : Int, heightSegments : Int, openEnded : Bool, thetaStart : Float, thetaLength : Float) -> BufferGeometryfn newCylinder(radiusTop : Float, radiusBottom : Float, height : Float, radialSegments : Int, heightSegments : Int, openEnded : Bool, thetaStart : Float, thetaLength : Float) -> BufferGeometryfn newPlane(width : Float, height : Float, widthSegments : Int, heightSegments : Int) -> BufferGeometryfn newRing(innerRadius : Float, outerRadius : Float, thetaSegments : Int, phiSegments : Int, thetaStart : Float, thetaLength : Float) -> BufferGeometryfn newSphere(radius : Float, widthSegments : Int, heightSegments : Int, phiStart : Float, phiLength : Float, thetaStart : Float, thetaLength : Float) -> BufferGeometryfn newTorus(radius : Float, tube : Float, radialSegments : Int, tubularSegments : Int, arc : Float) -> BufferGeometryfn newTorusKnot(radius : Float, tube : Float, tubularSegments : Int, radialSegments : Int, p : Int, q : Int) -> BufferGeometryfn newTube(tubularSegments : Int, radius : Float, radialSegments : Int, closed : Bool) -> BufferGeometryfn orthographic_set_view_offset_ffi(camera : Value, fullwidth : Float, fullheight : Float, x : Float, y : Float, width : Float, height : Float) -> Unitfn perspective_set_view_offset_ffi(camera : Value, x : Float, y : Float, width : Float, height : Float, aspect : Float, zoom : Float) -> Unitfn request_animation_frame(f : (Double) -> Unit) -> Doublefn vector3_set_from_cylindrical_coords_ffi(vec : Value, radius : Float, theta : Float, y : Float) -> Unitfn vector3_set_from_spherical_coords_ffi(vec : Value, radius : Float, phi : Float, theta : Float) -> Unit