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gen_object3d_line_segments.go
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gen_object3d_line_segments.go
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package three
// Code generated by go generate; DO NOT EDIT.
//
// using the following cmd:
// object3d_method_generator -typeName LineSegments -typeSlug line_segments
import "syscall/js"
// Compile-time check that this type implements Object3D interface.
var _ Object3D = LineSegments{}
// readonly – Unique number for this object instance.
func (obj LineSegments) ID() int {
return obj.Get("id").Int()
}
// ApplyMatrix4 applies the matrix transform to the object and updates the object's position, rotation and scale.
func (obj LineSegments) ApplyMatrix4(matrix Matrix4) {
obj.Call("applyMatrix4", matrix.Value)
}
// ApplyQuaternion applies the rotation represented by q to the object.
func (obj LineSegments) ApplyQuaternion(q Quaternion) {
obj.Call("applyQuaternion", q.Value)
}
// Add object as child of this object. An arbitrary number of objects may be added.
// Any current parent on an object passed in here will be removed, since an object can have at most one parent.
func (obj LineSegments) Add(m Object3D) {
obj.Value.Call("add", m.getInternalObject())
}
// Attach adds m as a child of this, while maintaining m's world transform.
func (obj LineSegments) Attach(m Object3D) {
obj.Value.Call("attach", m.getInternalObject())
}
// Clear removes all child objects.
func (obj LineSegments) Clear() {
obj.Value.Call("clear")
}
// Remove m as child of this object. An arbitrary number of objects may be removed.
func (obj LineSegments) Remove(m Object3D) {
obj.Value.Call("remove", m.getInternalObject())
}
// RemoveFromParent removes this object from its current parent.
func (obj LineSegments) RemoveFromParent() {
obj.Value.Call("removeFromParent")
}
// GetObjectById searches through an object and its children, starting with the object itself, and returns the first with a matching id.
func (obj LineSegments) GetObjectById(id int) js.Value {
return obj.Call("getObjectById", id)
}
// Copy the given m into this object. Note: event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.
func (obj LineSegments) Copy(m Object3D, recursive bool) LineSegments {
return LineSegments{Value: obj.Value.Call("copy", m.getInternalObject(), recursive)}
}
func (obj LineSegments) Clone(recursive bool) LineSegments {
return LineSegments{Value: obj.Value.Call("clone", recursive)}
}
func (obj LineSegments) ToJSON() js.Value {
return obj.Value.Call("toJSON")
}
func (obj LineSegments) getInternalObject() js.Value {
return obj.Value
}
// Updates the local transform.
func (obj LineSegments) UpdateMatrix() {
obj.Call("updateMatrix")
}
// Rotate an object along an axis in object space. The axis is assumed to be normalized.
// axis is a normalized vector in object space.
func (obj LineSegments) RotateOnAxis(angle float64, axis Vector3) (this LineSegments) {
obj.Call("rotateOnAxis", axis.Value, angle)
return obj
}
// Rotate an object along an axis in world space. The axis is assumed to be normalized. Method Assumes no rotated parent.
// axis is a normalized vector in world space.
func (obj LineSegments) RotateOnWorldAxis(angle float64, axis Vector3) (this LineSegments) {
obj.Call("rotateOnAxis", axis.Value, angle)
return obj
}
// RotateX rotates object around x axis in local space.
func (obj LineSegments) RotateX(rad float64) (this LineSegments) {
obj.Call("rotateX", rad)
return obj
}
// RotateY rotates object around y axis in local space.
func (obj LineSegments) RotateY(rad float64) (this LineSegments) {
obj.Call("rotateY", rad)
return obj
}
// RotateZ rotates object around z axis in local space.
func (obj LineSegments) RotateZ(rad float64) (this LineSegments) {
obj.Call("rotateZ", rad)
return obj
}
// Calls setFromAxisAngle( axis, angle ) on the .quaternion.
func (obj LineSegments) SetRotationFromAxisAngle(angle float64, axis Vector3) {
obj.Call("setRotationFromAxisAngle", axis.Value, angle)
}
// Calls setRotationFromEuler(euler) on the .quaternion.
func (obj LineSegments) SetRotationFromEuler(euler Euler) {
obj.Call("setRotationFromEuler", euler.Value)
}
// Calls setFromRotationMatrix(m) on the .quaternion.
func (obj LineSegments) SetRotationFromMatrix(m Matrix4) {
obj.Call("setRotationFromMatrix", m.Value)
}
// Copy the given quaternion into .quaternion.
func (obj LineSegments) SetRotationFromQuaternion(q Quaternion) {
obj.Call("setRotationFromQuaternion", q.Value)
}
func (obj LineSegments) SetPosition(v Vector3) {
obj.Get("position").Call("copy", v.Value)
}
func (obj LineSegments) GetPosition() Vector3 {
return Vector3{
Value: obj.Get("position"),
}
}
func (obj LineSegments) GetRotation() Euler {
return Euler{
Value: obj.Get("rotation"),
}
}
// Returns a vector representing the position of the object in world space.
// The result is copied into dst.
func (obj LineSegments) GetWorldPosition(dst Vector3) Vector3 {
return Vector3{
Value: obj.Call("getWorldPosition", dst.Value),
}
}
// Returns a vector representing the direction of object's positive z-axis in world space.
// The result is copied into dst.
func (obj LineSegments) GetWorldDirection(dst Vector3) Vector3 {
return Vector3{
Value: obj.Call("getWorldDirection", dst.Value),
}
}
// Returns a vector of the scaling factors applied to the object for each axis in world space.
// The result is copied into dst.
func (obj LineSegments) GetWorldScale(dst Vector3) Vector3 {
return Vector3{
Value: obj.Call("getWorldScale", dst.Value),
}
}
// Returns a quaternion representing the rotation of the object in world space.
// The result is copied into dst.
func (obj LineSegments) GetWorldQuaternion(dst Quaternion) Quaternion {
return Quaternion{
Value: obj.Call("getWorldDirection", dst.Value),
}
}
// Rotates the object to face a point in world space.
func (obj LineSegments) LookAt(target Vector3) {
obj.Call("lookAt", target.Value)
}
// Rotates the object to face a point in world space.
func (obj LineSegments) LookAtCoords(x, y, z float64) {
obj.Call("lookAt", x, y, z)
}
// Converts vec from this object's local space to world space.
func (obj LineSegments) LocalToWorld(vec Vector3) Vector3 {
return Vector3{
Value: obj.Call("localToWorld", vec.Value),
}
}
// Converts vec from world space to this object's local space.
// vec represents position in world space.
func (obj LineSegments) WorldToLocal(vec Vector3) Vector3 {
return Vector3{
Value: obj.Call("worldToLocal", vec.Value),
}
}
// Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
func (obj LineSegments) TranslateOnAxis(distance float64, axis Vector3) {
obj.Call("translateOnAxis", axis.Value, distance)
}
// Translates object along x axis in object space by distance units.
func (obj LineSegments) TranslateX(distance float64) {
obj.Call("translateX", distance)
}
// Translates object along y axis in object space by distance units.
func (obj LineSegments) TranslateY(distance float64) {
obj.Call("translateY", distance)
}
// Translates object along z axis in object space by distance units.
func (obj LineSegments) TranslateZ(distance float64) {
obj.Call("translateZ", distance)
}