A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
g — Property, class away3d.filters.HueSaturationFilter3D |
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g — Property, class away3d.filters.tasks.Filter3DHueSaturationTask |
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generateDifferenceClip(source:away3d.animators.nodes:SkeletonClipNode, referencePose:away3d.animators.data:SkeletonPose) — Static Method , class away3d.animators.utils.SkeletonUtils |
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generateDifferencePose(source:away3d.animators.data:SkeletonPose, reference:away3d.animators.data:SkeletonPose) — Static Method , class away3d.animators.utils.SkeletonUtils |
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generateFromMovieClip(sourceMC:flash.display:MovieClip, cols:uint, rows:uint, width:uint, height:uint, transparent:Boolean, backgroundColor:uint) — method, class away3d.tools.helpers.SpriteSheetHelper |
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Generates and returns one or more "sprite sheets" BitmapTexture from a given movieClip
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generateGeometry(geometries:Vector$away3d.core.base:Geometry, transforms:Vector$away3d.tools.helpers.data:ParticleGeometryTransform) — Static Method , class away3d.tools.helpers.ParticleGeometryHelper |
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generateMip(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.materials.methods.BasicDiffuseMethod |
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generateMipMaps(source:flash.display:BitmapData, target:flash.display3D.textures:TextureBase, mipmap:flash.display:BitmapData, alpha:Boolean, side:int) — Static Method , class away3d.materials.utils.MipmapGenerator |
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Uploads a BitmapData with mip maps to a target Texture object. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleAccelerationNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleBezierCurveNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleColorNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleInitialColorNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleNodeBase |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleOrbitNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleOscillatorNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticlePositionNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleRotationalVelocityNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleScaleNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleSpriteSheetNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleTimeNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generatePropertyOfOneParticle(param:away3d.animators.data:ParticleProperties) — method, class away3d.animators.nodes.ParticleVelocityNode |
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Called internally by the particle animation set when assigning the set of static properties originally defined by the initParticleFunc of the set. |
generateSmoothedHeightMap() — method, class away3d.extrusions.Elevation |
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Generates a smoother representation of the geometry using the original heightmap and subdivision settings. |
generateSolidMap(mesh:away3d.entities:Mesh, lineColor:uint, lineThickness:Number, fillColor:uint, fillAlpha:Number, width:uint, height:uint) — Static Method , class away3d.materials.utils.WireframeMapGenerator |
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Create a wireframe map with a solid colour fill. |
generateSpriteSheetClipNode(animID:String, cols:uint, rows:uint, mapCount:uint, from:uint, to:uint) — method, class away3d.tools.helpers.SpriteSheetHelper |
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Returns a SpriteSheetClipNode to pass to animator from animation id , cols and rows. |
generateTexturedMap(mesh:away3d.entities:Mesh, bitmapData:flash.display:BitmapData, lineColor:uint, lineThickness:Number) — Static Method , class away3d.materials.utils.WireframeMapGenerator |
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Create a wireframe map with a texture fill. |
_geomDirty — Property, class away3d.extrusions.Elevation |
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_geomDirty — Property, class away3d.primitives.PrimitiveBase |
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geometries — Property, class away3d.loaders.parsers.DAEParser |
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_geometry — Property, class away3d.entities.Mesh |
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geometry — Property, class away3d.entities.Mesh |
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The geometry used by the mesh that provides it with its shape. |
geometry — Property, class away3d.extrusions.DelaunayMesh |
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The geometry used by the mesh that provides it with its shape. |
geometry — Property, class away3d.extrusions.LatheExtrude |
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The geometry used by the mesh that provides it with its shape. |
geometry — Property, class away3d.extrusions.LinearExtrude |
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The geometry used by the mesh that provides it with its shape. |
geometry — Property, class away3d.extrusions.PathExtrude |
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The geometry used by the mesh that provides it with its shape. |
geometry — Property, class away3d.extrusions.SkinExtrude |
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The geometry used by the mesh that provides it with its shape. |
Geometry — class, package away3d.core.base |
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Geometry is a collection of SubGeometries, each of which contain the actual geometrical data such as vertices,
normals, uvs, etc. |
Geometry() — Constructor, class away3d.core.base.Geometry |
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Creates a new Geometry object. |
GEOMETRY — Constant Static Property, class away3d.library.assets.AssetType |
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geometryComplete — Event, class away3d.library.AssetLibraryBundle |
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Dispatched when a geometry asset has been constructed from a resource. |
geometryComplete — Event, class away3d.loaders.AssetLoader |
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Dispatched when a geometry asset has been constructed from a resource. |
geometryComplete — Event, class away3d.loaders.Loader3D |
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Dispatched when a geometry asset has been constructed from a resource. |
geometryComplete — Event, class away3d.loaders.misc.AssetLoaderToken |
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Dispatched when a geometry asset has been constructed from a resource. |
geometryComplete — Event, class away3d.loaders.misc.SingleFileLoader |
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Dispatched when a geometry asset has been constructed from a resource. |
geometryComplete — Event, class away3d.loaders.parsers.ParserBase |
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Dispatched when a geometry asset has been constructed from a resource. |
GEOMETRY_COMPLETE — Constant Static Property, class away3d.events.AssetEvent |
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GeometryEvent — class, package away3d.events |
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Dispatched to notify changes in a geometry object's state. |
GeometryEvent(type:String, subGeometry:away3d.core.base:ISubGeometry) — Constructor, class away3d.events.GeometryEvent |
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Create a new GeometryEvent
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GeometryUtil — class, package away3d.utils |
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GeomUtil — class, package away3d.tools.utils |
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getAGALFragmentCode(pass:away3d.materials.passes:MaterialPassBase, shadedTarget:String, profile:String) — method, class away3d.animators.ParticleAnimationSet |
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getAGALFragmentCode(pass:away3d.materials.passes:MaterialPassBase, shadedTarget:String, profile:String) — method, class away3d.animators.SkeletonAnimationSet |
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getAGALFragmentCode(pass:away3d.materials.passes:MaterialPassBase, shadedTarget:String, profile:String) — method, class away3d.animators.SpriteSheetAnimationSet |
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getAGALFragmentCode(pass:away3d.materials.passes:MaterialPassBase, shadedTarget:String, profile:String) — method, class away3d.animators.UVAnimationSet |
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getAGALFragmentCode(pass:away3d.materials.passes:MaterialPassBase, shadedTarget:String, profile:String) — method, class away3d.animators.VertexAnimationSet |
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getAGALFragmentCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleNodeBase |
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Returns the AGAL code of the particle animation node for use in the fragment shader. |
getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, UVSource:String, UVTarget:String) — method, class away3d.animators.ParticleAnimationSet |
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getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, UVSource:String, UVTarget:String) — method, class away3d.animators.SkeletonAnimationSet |
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getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, UVSource:String, UVTarget:String) — method, class away3d.animators.SpriteSheetAnimationSet |
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getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, UVSource:String, UVTarget:String) — method, class away3d.animators.UVAnimationSet |
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getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, UVSource:String, UVTarget:String) — method, class away3d.animators.VertexAnimationSet |
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getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleNodeBase |
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Returns the AGAL code of the particle animation node for use in the fragment shader when UV coordinates are required. |
getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleSpriteSheetNode |
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Returns the AGAL code of the particle animation node for use in the fragment shader when UV coordinates are required. |
getAGALUVCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleUVNode |
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Returns the AGAL code of the particle animation node for use in the fragment shader when UV coordinates are required. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, sourceRegisters:Vector$String, targetRegisters:Vector$String, profile:String) — method, class away3d.animators.ParticleAnimationSet |
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getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, sourceRegisters:Vector$String, targetRegisters:Vector$String, profile:String) — method, class away3d.animators.SkeletonAnimationSet |
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getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, sourceRegisters:Vector$String, targetRegisters:Vector$String, profile:String) — method, class away3d.animators.SpriteSheetAnimationSet |
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getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, sourceRegisters:Vector$String, targetRegisters:Vector$String, profile:String) — method, class away3d.animators.UVAnimationSet |
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getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, sourceRegisters:Vector$String, targetRegisters:Vector$String, profile:String) — method, class away3d.animators.VertexAnimationSet |
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getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleAccelerationNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleBezierCurveNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleBillboardNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleColorNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleFollowNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleInitialColorNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleNodeBase |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleOrbitNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleOscillatorNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticlePositionNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleRotateToHeadingNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleRotationalVelocityNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleScaleNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleSegmentedColorNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleTimeNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAGALVertexCode(pass:away3d.materials.passes:MaterialPassBase, animationRegisterCache:away3d.animators.data:AnimationRegisterCache) — method, class away3d.animators.nodes.ParticleVelocityNode |
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Returns the AGAL code of the particle animation node for use in the vertex shader. |
getAngle(w:flash.geom:Vector3D, q:flash.geom:Vector3D) — Static Method , class away3d.core.math.Vector3DUtils |
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Returns the angle in radians made between the 3d number obejct and the given Vector3D object. |
getAnimation(name:String) — method, class away3d.animators.AnimationSetBase |
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Retrieves the animation state object registered in the animation data set under the given name. |
getAnimation(name:String) — method, interface away3d.animators.IAnimationSet |
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Retrieves the animation state object registered in the animation data set under the given name. |
getAnimationNode(animator:away3d.animators:IAnimator, startNode:away3d.animators.nodes:AnimationNodeBase, endNode:away3d.animators.nodes:AnimationNodeBase, startBlend:int) — method, class away3d.animators.transitions.CrossfadeTransition |
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getAnimationNode(animator:away3d.animators:IAnimator, startNode:away3d.animators.nodes:AnimationNodeBase, endNode:away3d.animators.nodes:AnimationNodeBase, startTime:int) — method, interface away3d.animators.transitions.IAnimationTransition |
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getAnimationState(node:away3d.animators.nodes:AnimationNodeBase) — method, class away3d.animators.AnimatorBase |
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getAnimationState(node:away3d.animators.nodes:AnimationNodeBase) — method, interface away3d.animators.IAnimator |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleAccelerationNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleBezierCurveNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleBillboardNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleColorNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleFollowNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleOrbitNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleOscillatorNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticlePositionNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleRotateToHeadingNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleRotationalVelocityNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleScaleNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleSpriteSheetNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleTimeNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleUVNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.ParticleVelocityNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.SkeletonBinaryLERPNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.SkeletonClipNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.SkeletonDifferenceNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.SkeletonDirectionalNode |
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getAnimationState(animator:away3d.animators:IAnimator) — method, class away3d.animators.nodes.SkeletonNaryLERPNode |
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getAnimationStateByName(name:String) — method, class away3d.animators.AnimatorBase |
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getAnimationStateByName(name:String) — method, interface away3d.animators.IAnimator |
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getAsset(name:String, ns:String) — Static Method , class away3d.library.AssetLibrary |
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Short-hand for getAsset() method on default asset library bundle. |
getAsset(name:String, ns:String) — method, class away3d.library.AssetLibraryBundle |
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getBarycentricCoords(point:flash.geom:Vector3D, target:flash.geom:Point) — method, class away3d.core.base.data.Face |
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Returns the first two barycentric coordinates for a point on (or outside) the triangle. |
getBestPowerOf2(value:uint) — Static Method , class away3d.tools.utils.TextureUtils |
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getBlendWeightAt(index:uint) — method, class away3d.animators.states.SkeletonNaryLERPState |
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Returns the blend weight of the skeleton aniamtion node that resides at the given input index. |
getBundle(key:String) — Static Method , class away3d.library.AssetLibrary |
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Returns an AssetLibrary bundle instance. |
getByteData() — method, class away3d.loaders.parsers.ParserBase |
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getCascadeFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, decodeRegister:away3d.materials.compilation:ShaderRegisterElement, depthTexture:away3d.materials.compilation:ShaderRegisterElement, depthProjection:away3d.materials.compilation:ShaderRegisterElement, targetRegister:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.DitheredShadowMapMethod |
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getCascadeFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, decodeRegister:away3d.materials.compilation:ShaderRegisterElement, depthTexture:away3d.materials.compilation:ShaderRegisterElement, depthProjection:away3d.materials.compilation:ShaderRegisterElement, targetRegister:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.FilteredShadowMapMethod |
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getCascadeFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, decodeRegister:away3d.materials.compilation:ShaderRegisterElement, depthTexture:away3d.materials.compilation:ShaderRegisterElement, depthProjection:away3d.materials.compilation:ShaderRegisterElement, targetRegister:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.HardShadowMapMethod |
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getCascadeFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, decodeRegister:away3d.materials.compilation:ShaderRegisterElement, depthTexture:away3d.materials.compilation:ShaderRegisterElement, depthProjection:away3d.materials.compilation:ShaderRegisterElement, targetRegister:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SimpleShadowMapMethodBase |
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getCascadeFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, decodeRegister:away3d.materials.compilation:ShaderRegisterElement, depthTexture:away3d.materials.compilation:ShaderRegisterElement, depthProjection:away3d.materials.compilation:ShaderRegisterElement, targetRegister:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SoftShadowMapMethod |
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getCellAt(x:uint, y:uint, z:uint) — method, class away3d.core.partition.DynamicGrid |
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getCellsIntersecting(minBounds:flash.geom:Vector3D, maxBounds:flash.geom:Vector3D) — method, class away3d.core.partition.DynamicGrid |
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getChildAt(index:uint) — method, class away3d.containers.ObjectContainer3D |
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Retrieves the child object at the given index. |
getChildAt(index:uint) — method, class away3d.containers.Scene3D |
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Retrieves the child with the given index
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getCollisionNormal(indexData:Vector$uint, vertexData:Vector$Number, triangleIndex:uint) — method, class away3d.core.pick.PickingColliderBase |
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getCollisionUV(indexData:Vector$uint, uvData:Vector$Number, triangleIndex:uint, v:Number, w:Number, u:Number, uvOffset:uint, uvStride:uint) — method, class away3d.core.pick.PickingColliderBase |
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getColorAt(x:Number, y:Number) — method, class away3d.tools.utils.ColorHitMap |
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returns the color at x,y coordinates. |
getColorCombinationCode(shadedTarget:String) — method, class away3d.animators.data.AnimationRegisterCache |
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getColorPassCode() — method, class away3d.animators.data.AnimationRegisterCache |
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getCombinationCode() — method, class away3d.animators.data.AnimationRegisterCache |
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getDefaultBoundingVolume() — method, class away3d.cameras.Camera3D |
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getDefaultBoundingVolume() — method, class away3d.entities.Entity |
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Creates the default bounding box to be used by this type of Entity. |
getDefaultBoundingVolume() — method, class away3d.entities.SegmentSet |
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getDefaultBoundingVolume() — method, class away3d.entities.Sprite3D |
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getDefaultBoundingVolume() — method, class away3d.lights.DirectionalLight |
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Creates the default bounding box to be used by this type of Entity. |
getDefaultBoundingVolume() — method, class away3d.lights.LightProbe |
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Creates the default bounding box to be used by this type of Entity. |
getDefaultBoundingVolume() — method, class away3d.lights.PointLight |
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Creates the default bounding box to be used by this type of Entity. |
getDefaultBoundingVolume() — method, class away3d.primitives.SkyBox |
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getDefaultMaterial(renderable:away3d.core.base:IMaterialOwner) — Static Method , class away3d.materials.utils.DefaultMaterialManager |
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getDefaultTexture(renderable:away3d.core.base:IMaterialOwner) — Static Method , class away3d.materials.utils.DefaultMaterialManager |
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getDepthMap(renderable:away3d.core.base:IRenderable, stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.materials.passes.SingleObjectDepthPass |
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Gets the depth maps rendered for this object from all lights. |
getDepthProjections(partition:uint) — method, class away3d.lights.shadowmaps.CascadeShadowMapper |
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getDistribution(n:int) — Static Method , class away3d.core.math.PoissonLookup |
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getEntityCollision(position:flash.geom:Vector3D, direction:flash.geom:Vector3D, entities:Vector$away3d.entities:Entity) — method, class away3d.core.pick.RaycastPicker |
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getEntityPartitionNode() — method, class away3d.entities.Entity |
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Gets a concrete EntityPartition3DNode subclass that is associated with this Entity instance
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getForward(m:flash.geom:Matrix3D, v:flash.geom:Vector3D) — Static Method , class away3d.core.math.Matrix3DUtils |
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Returns a normalised Vector3D object representing the forward vector of the given matrix. |
getFragmentCode() — method, class away3d.filters.tasks.Filter3DBloomCompositeTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DBrightPassTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DCompositeTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DDoubleBufferCopyTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DHBlurTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DHDepthOfFFieldTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DHueSaturationTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DRadialBlurTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DTaskBase |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DVBlurTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DVDepthOfFFieldTask |
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getFragmentCode() — method, class away3d.filters.tasks.Filter3DXFadeCompositeTask |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.AlphaMaskMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.BasicAmbientMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.BasicNormalMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.CascadeShadowMapMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.ColorMatrixMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.ColorTransformMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.EnvMapAmbientMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.EnvMapMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.FogMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.FresnelEnvMapMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.FresnelPlanarReflectionMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.HeightMapNormalMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.LightMapMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.NearShadowMapMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.OutlineMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.PlanarReflectionMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.ProjectiveTextureMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.RefractionEnvMapMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.RimLightMethod |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.ShadowMapMethodBase |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SimpleShadowMapMethodBase |
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getFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SimpleWaterNormalMethod |
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getFragmentCode(animatorCode:String) — method, class away3d.materials.passes.CompiledPass |
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getFragmentCode(code:String) — method, class away3d.materials.passes.DepthMapPass |
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getFragmentCode(animationCode:String) — method, class away3d.materials.passes.DistanceMapPass |
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getFragmentCode(fragmentAnimatorCode:String) — method, class away3d.materials.passes.MaterialPassBase |
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getFragmentCode(animationCode:String) — method, class away3d.materials.passes.OutlinePass |
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getFragmentCode(animationCode:String) — method, class away3d.materials.passes.SegmentPass |
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getFragmentCode(animationCode:String) — method, class away3d.materials.passes.SingleObjectDepthPass |
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getFragmentCode(animationCode:String) — method, class away3d.materials.passes.SkyBoxPass |
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getFragmentCode() — method, class away3d.stereo.methods.AnaglyphStereoRenderMethod |
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getFragmentCode() — method, class away3d.stereo.methods.InterleavedStereoRenderMethod |
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getFragmentCode() — method, class away3d.stereo.methods.StereoRenderMethodBase |
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getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.AnisotropicSpecularMethod |
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getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.BasicDiffuseMethod |
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Get the fragment shader code that will generate the code relevant to a single light. |
getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.BasicSpecularMethod |
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Get the fragment shader code that will generate the code relevant to a single light. |
getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeDiffuseMethod |
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Get the fragment shader code that will generate the code relevant to a single light. |
getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeSpecularMethod |
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Get the fragment shader code that will generate the code relevant to a single light. |
getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.GradientDiffuseMethod |
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getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.LightingMethodBase |
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Get the fragment shader code that will generate the code relevant to a single light. |
getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.PhongSpecularMethod |
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getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.SubsurfaceScatteringDiffuseMethod |
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Get the fragment shader code that will generate the code relevant to a single light. |
getFragmentCodePerLight(vo:away3d.materials.methods:MethodVO, lightDirReg:away3d.materials.compilation:ShaderRegisterElement, lightColReg:away3d.materials.compilation:ShaderRegisterElement, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.WrapDiffuseMethod |
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getFragmentCodePerProbe(vo:away3d.materials.methods:MethodVO, cubeMapReg:away3d.materials.compilation:ShaderRegisterElement, weightRegister:String, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.BasicDiffuseMethod |
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Get the fragment shader code that will generate the code relevant to a single light probe object. |
getFragmentCodePerProbe(vo:away3d.materials.methods:MethodVO, cubeMapReg:away3d.materials.compilation:ShaderRegisterElement, weightRegister:String, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.BasicSpecularMethod |
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Get the fragment shader code that will generate the code relevant to a single light probe object. |
getFragmentCodePerProbe(vo:away3d.materials.methods:MethodVO, cubeMapReg:away3d.materials.compilation:ShaderRegisterElement, weightRegister:String, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeDiffuseMethod |
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Get the fragment shader code that will generate the code relevant to a single light probe object. |
getFragmentCodePerProbe(vo:away3d.materials.methods:MethodVO, cubeMapReg:away3d.materials.compilation:ShaderRegisterElement, weightRegister:String, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeSpecularMethod |
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Get the fragment shader code that will generate the code relevant to a single light probe object. |
getFragmentCodePerProbe(vo:away3d.materials.methods:MethodVO, cubeMapReg:away3d.materials.compilation:ShaderRegisterElement, weightRegister:String, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.LightingMethodBase |
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Get the fragment shader code that will generate the code relevant to a single light probe object. |
getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.BasicDiffuseMethod |
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getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.BasicSpecularMethod |
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getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.CompositeDiffuseMethod |
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getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.CompositeSpecularMethod |
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getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.DepthDiffuseMethod |
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getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.LightMapDiffuseMethod |
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getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SubsurfaceScatteringDiffuseMethod |
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getFragmentPostLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.TerrainDiffuseMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.BasicDiffuseMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.BasicSpecularMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CelDiffuseMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CelSpecularMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeDiffuseMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeSpecularMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.FresnelSpecularMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.GradientDiffuseMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.SubsurfaceScatteringDiffuseMethod |
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getFragmentPreLightingCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.WrapDiffuseMethod |
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getFreeFragmentConstant() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve an available fragment constant register
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getFreeFragmentSingleTemp() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve a single component from a fragment temporary register that's still available. |
getFreeFragmentVectorTemp() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve an entire fragment temporary register that's still available. |
getFreeStage3DProxy(forceSoftware:Boolean, profile:String) — method, class away3d.core.managers.Stage3DManager |
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Get the next available stage3DProxy. |
getFreeTextureReg() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve an available texture register
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getFreeVarying() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve an available varying register
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getFreeVertexAttribute() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve an available vertex attribute register
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getFreeVertexConstant() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve an available vertex constant register
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getFreeVertexSingleTemp() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve a single component from a vertex temporary register that's still available. |
getFreeVertexVectorTemp() — method, class away3d.materials.compilation.ShaderRegisterCache |
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Retrieve an entire vertex temporary register that's still available. |
getGeometryByName(name:String, clone:Boolean) — method, class away3d.loaders.parsers.DAEParser |
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getHeightAt(x:Number, z:Number) — method, class away3d.extrusions.Elevation |
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Reading the terrain height from a given x z position
for surface tracking purposes
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getIndexBuffer(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, interface away3d.core.base.IRenderable |
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Retrieves the IndexBuffer3D object that contains triangle indices. |
getIndexBuffer(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, interface away3d.core.base.ISubGeometry |
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Retrieves the IndexBuffer3D object that contains triangle indices. |
getIndexBuffer(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.core.base.SubGeometryBase |
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Retrieves the VertexBuffer3D object that contains triangle indices. |
getIndexBuffer(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.core.base.SubMesh |
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Retrieves the IndexBuffer3D object that contains triangle indices. |
getIndexBuffer(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.entities.SegmentSet |
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getIndexBuffer(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.entities.Sprite3D |
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getIndexBuffer(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.primitives.SkyBox |
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Retrieves the IndexBuffer3D object that contains triangle indices. |
getInitCode() — method, class away3d.animators.data.AnimationRegisterCache |
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getInputAt(index:uint) — method, class away3d.animators.nodes.SkeletonNaryLERPNode |
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Returns the skeleton animation node object that resides at the given input index. |
getInputIndex(input:away3d.animators.nodes:AnimationNodeBase) — method, class away3d.animators.nodes.SkeletonNaryLERPNode |
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Returns an integer representing the input index of the given skeleton animation node. |
getInstance(stage3DProxy:away3d.core.managers:Stage3DProxy) — Static Method , class away3d.core.managers.AGALProgram3DCache |
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getInstance(stage3DProxy:away3d.core.managers:Stage3DProxy) — Static Method , class away3d.core.managers.RTTBufferManager |
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getInstance(stage:flash.display:Stage) — Static Method , class away3d.core.managers.Stage3DManager |
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Gets a Stage3DManager instance for the given Stage object. |
getInstance(key:String) — Static Method , class away3d.library.AssetLibraryBundle |
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Returns an AssetLibraryBundle instance. |
getInstance() — Static Method , class away3d.textures.BitmapTextureCache |
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getInstanceFromIndex(index:int) — Static Method , class away3d.core.managers.AGALProgram3DCache |
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getIntersect(x:Number, y:Number) — method, class away3d.tools.utils.Drag3D |
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Returns the Vector3D where mouse to scene ray hits the plane set for the class. |
getItem() — method, class away3d.core.data.EntityListItemPool |
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getItem() — method, class away3d.core.data.RenderableListItemPool |
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getLeftInputTexture(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.stereo.StereoRenderer |
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getMainInputTexture(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.core.render.Filter3DRenderer |
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getMainInputTexture(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.filters.Filter3DBase |
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getMainInputTexture(stage:away3d.core.managers:Stage3DProxy) — method, class away3d.filters.tasks.Filter3DTaskBase |
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getMeshBounds(mesh:away3d.entities:Mesh) — Static Method , class away3d.tools.utils.Bounds |
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Calculate the bounds of a Mesh object
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getMethodAt(index:int) — method, class away3d.materials.MultiPassMaterialBase |
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getMethodAt(index:int) — method, class away3d.materials.SinglePassMaterialBase |
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getMethodAt(index:int) — method, class away3d.materials.methods.ShaderMethodSetup |
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getMethodAt(index:int) — method, class away3d.materials.passes.SuperShaderPass |
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getMirroredClone(mesh:away3d.entities:Mesh, axis:int, offset:String, additionalOffset:Number) — method, class away3d.tools.commands.Mirror |
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Clones a Mesh and mirrors the cloned mesh. |
getMirroredCloneContainer(ctr:away3d.containers:ObjectContainer3D, axis:int, offset:String, additionalOffset:Number) — method, class away3d.tools.commands.Mirror |
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Clones a ObjectContainer3D and all its children and mirrors the cloned Objects. |
getObjectContainerBounds(container:away3d.containers:ObjectContainer3D) — Static Method , class away3d.tools.utils.Bounds |
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Calculate the bounds of an ObjectContainer3D object
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getObjectProjectionMatrix(renderable:away3d.core.base:IRenderable, target:flash.geom:Matrix3D) — method, class away3d.lights.DirectionalLight |
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Gets the optimal projection matrix to render a light-based depth map for a single object. |
getObjectProjectionMatrix(renderable:away3d.core.base:IRenderable, target:flash.geom:Matrix3D) — method, class away3d.lights.LightBase |
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Gets the optimal projection matrix to render a light-based depth map for a single object. |
getObjectProjectionMatrix(renderable:away3d.core.base:IRenderable, target:flash.geom:Matrix3D) — method, class away3d.lights.LightProbe |
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Gets the optimal projection matrix to render a light-based depth map for a single object. |
getObjectProjectionMatrix(renderable:away3d.core.base:IRenderable, target:flash.geom:Matrix3D) — method, class away3d.lights.PointLight |
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Gets the optimal projection matrix to render a light-based depth map for a single object. |
getParticleNodeName(particleNodeClass:Object, particleNodeMode:uint) — Static Method , class away3d.animators.nodes.ParticleNodeBase |
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getPlanarFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.DitheredShadowMapMethod |
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getPlanarFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.FilteredShadowMapMethod |
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getPlanarFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.HardShadowMapMethod |
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getPlanarFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SimpleShadowMapMethodBase |
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getPlanarFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SoftShadowMapMethod |
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getPlanarFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.TripleFilteredShadowMapMethod |
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getPlanarVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.SimpleShadowMapMethodBase |
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getPointFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.HardShadowMapMethod |
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getPointFragmentCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache, targetReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.SimpleShadowMapMethodBase |
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getPointOnCurve(t:Number, target:flash.geom:Vector3D) — method, interface away3d.paths.IPath |
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Gets a point on the curve
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getPointOnCurve(t:Number, target:flash.geom:Vector3D) — method, class away3d.paths.SegmentedPathBase |
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getPointOnSegment(phase:Number, target:flash.geom:Vector3D) — method, class away3d.paths.CubicPathSegment |
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getPointOnSegment(phase:Number, target:flash.geom:Vector3D) — method, interface away3d.paths.IPathSegment |
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Calculates the position of the curve on this segment. |
getPointOnSegment(t:Number, target:flash.geom:Vector3D) — method, class away3d.paths.QuadraticPathSegment |
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getPointsOnCurvePerSegment(numSegments:uint) — method, interface away3d.paths.IPath |
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Discretizes the segment into a set of sample points. |
getPointsOnCurvePerSegment(subdivision:uint) — method, class away3d.paths.SegmentedPathBase |
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getPointVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.SimpleShadowMapMethodBase |
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getPositionOnPath(t:Number, out:flash.geom:Vector3D) — method, class away3d.animators.PathAnimator |
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Updates a position Vector3D on the path at a given time. |
getPositionOnPathMS(ms:Number, duration:Number, out:flash.geom:Vector3D) — method, class away3d.animators.PathAnimator |
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Returns a position on the path according to duration/elapsed time. |
getPositions() — method, class away3d.animators.states.ParticlePositionState |
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getProgram3D(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.filters.tasks.Filter3DTaskBase |
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getProjection(renderable:away3d.core.base:IRenderable) — method, class away3d.materials.passes.SingleObjectDepthPass |
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Retrieves the depth map projection maps for all lights. |
getRay(nX:Number, nY:Number, sZ:Number) — method, class away3d.cameras.Camera3D |
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Calculates the ray in scene space from the camera to the given normalized coordinates in screen space. |
getRay(sX:Number, sY:Number, sZ:Number) — method, class away3d.containers.View3D |
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Calculates the ray in scene space from the camera to the given screen coordinates. |
getRayToSphereIntersection(pOrig:flash.geom:Vector3D, dir:flash.geom:Vector3D, sPos:flash.geom:Vector3D, radius:Number, bNearest:Boolean, bNormal:Boolean, outVector3D:flash.geom:Vector3D) — method, class away3d.tools.utils.Ray |
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Returns a Vector3D where the ray intersects a sphere. |
getRayToTriangleIntersection(p0:flash.geom:Vector3D, p1:flash.geom:Vector3D, v0:flash.geom:Vector3D, v1:flash.geom:Vector3D, v2:flash.geom:Vector3D, outVector3D:flash.geom:Vector3D) — method, class away3d.tools.utils.Ray |
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Returns a Vector3D where the ray intersects a plane inside a triangle
Returns null if no hit is found. |
getRegisterIndex(node:away3d.animators.nodes:AnimationNodeBase, parameterIndex:int) — method, class away3d.animators.data.AnimationRegisterCache |
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getRenderSceneTransform(camera:away3d.cameras:Camera3D) — method, interface away3d.core.base.IRenderable |
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The transformation matrix that transforms from model to world space, adapted with any special operations needed to render. |
getRenderSceneTransform(camera:away3d.cameras:Camera3D) — method, class away3d.core.base.SubMesh |
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getRenderSceneTransform(camera:away3d.cameras:Camera3D) — method, class away3d.entities.SegmentSet |
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getRenderSceneTransform(camera:away3d.cameras:Camera3D) — method, class away3d.entities.Sprite3D |
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getRenderSceneTransform(camera:away3d.cameras:Camera3D) — method, class away3d.primitives.SkyBox |
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getRight(m:flash.geom:Matrix3D, v:flash.geom:Vector3D) — Static Method , class away3d.core.math.Matrix3DUtils |
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Returns a normalised Vector3D object representing the right vector of the given matrix. |
getRightInputTexture(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.stereo.StereoRenderer |
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getRotationalVelocities() — method, class away3d.animators.states.ParticleRotationalVelocityState |
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getSceneCollision(position:flash.geom:Vector3D, direction:flash.geom:Vector3D, scene:away3d.containers:Scene3D) — method, interface away3d.core.pick.IPicker |
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Gets the collision object from the scene position and direction of the picking ray. |
getSceneCollision(position:flash.geom:Vector3D, direction:flash.geom:Vector3D, scene:away3d.containers:Scene3D) — method, class away3d.core.pick.RaycastPicker |
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Gets the collision object from the scene position and direction of the picking ray. |
getSceneCollision(position:flash.geom:Vector3D, direction:flash.geom:Vector3D, scene:away3d.containers:Scene3D) — method, class away3d.core.pick.ShaderPicker |
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Gets the collision object from the scene position and direction of the picking ray. |
getSegment(index:uint) — method, class away3d.entities.SegmentSet |
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getSegmentAt(index:uint) — method, interface away3d.paths.IPath |
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Returns the CubicPathSegment at the specified index
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getSegmentAt(index:uint) — method, class away3d.paths.SegmentedPathBase |
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returns a given PathSegment from the path (PathSegment holds 3 Vector3D's)
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getSegmentPoints(segment:away3d.paths:IPathSegment, n:uint, last:Boolean) — method, class away3d.paths.SegmentedPathBase |
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getSkeletonPose(skeleton:away3d.animators.data:Skeleton) — method, interface away3d.animators.states.ISkeletonAnimationState |
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Returns the output skeleton pose of the animation node. |
getSkeletonPose(skeleton:away3d.animators.data:Skeleton) — method, class away3d.animators.states.SkeletonBinaryLERPState |
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Returns the current skeleton pose of the animation in the clip based on the internal playhead position. |
getSkeletonPose(skeleton:away3d.animators.data:Skeleton) — method, class away3d.animators.states.SkeletonClipState |
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Returns the current skeleton pose of the animation in the clip based on the internal playhead position. |
getSkeletonPose(skeleton:away3d.animators.data:Skeleton) — method, class away3d.animators.states.SkeletonDifferenceState |
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Returns the current skeleton pose of the animation in the clip based on the internal playhead position. |
getSkeletonPose(skeleton:away3d.animators.data:Skeleton) — method, class away3d.animators.states.SkeletonDirectionalState |
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Returns the current skeleton pose of the animation in the clip based on the internal playhead position. |
getSkeletonPose(skeleton:away3d.animators.data:Skeleton) — method, class away3d.animators.states.SkeletonNaryLERPState |
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Returns the current skeleton pose of the animation in the clip based on the internal playhead position. |
getSplatSampleCode(vo:away3d.materials.methods:MethodVO, targetReg:away3d.materials.compilation:ShaderRegisterElement, inputReg:away3d.materials.compilation:ShaderRegisterElement, texture:away3d.textures:TextureProxyBase, uvReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.TerrainDiffuseMethod |
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getSplitRatio(index:uint) — method, class away3d.lights.shadowmaps.CascadeShadowMapper |
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getStage3DProxy(index:uint, forceSoftware:Boolean, profile:String) — method, class away3d.core.managers.Stage3DManager |
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Requests the Stage3DProxy for the given index. |
getSubMeshForSubGeometry(subGeometry:away3d.core.base:SubGeometry) — method, class away3d.entities.Mesh |
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getSurfacePoint(uS:Number, vS:Number, vecOffset:Number, scale:Number, uTol:Number, vTol:Number) — method, class away3d.primitives.NURBSGeometry |
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Return a 3d point representing the surface point at the required U(0-1) and V(0-1) across the
NURBS curved surface. |
getTex2DSampleCode(vo:away3d.materials.methods:MethodVO, targetReg:away3d.materials.compilation:ShaderRegisterElement, inputReg:away3d.materials.compilation:ShaderRegisterElement, texture:away3d.textures:TextureProxyBase, uvReg:away3d.materials.compilation:ShaderRegisterElement, forceWrap:String) — method, class away3d.materials.methods.ShadingMethodBase |
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A helper method that generates standard code for sampling from a texture using the normal uv coordinates. |
getTexCubeSampleCode(vo:away3d.materials.methods:MethodVO, targetReg:away3d.materials.compilation:ShaderRegisterElement, inputReg:away3d.materials.compilation:ShaderRegisterElement, texture:away3d.textures:TextureProxyBase, uvReg:away3d.materials.compilation:ShaderRegisterElement) — method, class away3d.materials.methods.ShadingMethodBase |
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getTextData() — method, class away3d.loaders.parsers.ParserBase |
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getTexture(bitmapData:flash.display:BitmapData) — method, class away3d.textures.BitmapTextureCache |
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getTextureForStage3D(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.textures.CubeReflectionTexture |
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getTextureForStage3D(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.textures.PlanarReflectionTexture |
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getTextureForStage3D(stage3DProxy:away3d.core.managers:Stage3DProxy) — method, class away3d.textures.TextureProxyBase |
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getTimeSegment(t:Number) — method, class away3d.animators.PathAnimator |
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returns the segment index that is used at a given time;
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getUp(m:flash.geom:Matrix3D, v:flash.geom:Vector3D) — Static Method , class away3d.core.math.Matrix3DUtils |
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Returns a normalised Vector3D object representing the up vector of the given matrix. |
getUVAtPoint(point:flash.geom:Vector3D, target:away3d.core.base.data:UV) — method, class away3d.core.base.data.Face |
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Returns the target coordinates for a point on a triangle
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getVelocities() — method, class away3d.animators.states.ParticleVelocityState |
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getVertexCode() — method, class away3d.filters.tasks.Filter3DRadialBlurTask |
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getVertexCode() — method, class away3d.filters.tasks.Filter3DTaskBase |
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getVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CascadeShadowMapMethod |
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getVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeDiffuseMethod |
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getVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.CompositeSpecularMethod |
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getVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.NearShadowMapMethod |
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getVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.ProjectiveTextureMethod |
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getVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.SimpleShadowMapMethodBase |
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getVertexCode(vo:away3d.materials.methods:MethodVO, regCache:away3d.materials.compilation:ShaderRegisterCache) — method, class away3d.materials.methods.SubsurfaceScatteringDiffuseMethod |
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getVertexCode() — method, class away3d.materials.passes.CompiledPass |
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getVertexCode() — method, class away3d.materials.passes.DepthMapPass |
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getVertexCode() — method, class away3d.materials.passes.DistanceMapPass |
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getVertexCode() — method, class away3d.materials.passes.MaterialPassBase |
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getVertexCode() — method, class away3d.materials.passes.OutlinePass |
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getVertexCode() — method, class away3d.materials.passes.SegmentPass |
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getVertexCode() — method, class away3d.materials.passes.SingleObjectDepthPass |
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getVertexCode() — method, class away3d.materials.passes.SkyBoxPass |
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getVerticesVectorBounds(vertices:Vector$Number) — Static Method , class away3d.tools.utils.Bounds |
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Calculate the bounds from a vector of number representing the vertices. |
getViewCollision(x:Number, y:Number, view:away3d.containers:View3D) — method, interface away3d.core.pick.IPicker |
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Gets the collision object from the screen coordinates of the picking ray. |
getViewCollision(x:Number, y:Number, view:away3d.containers:View3D) — method, class away3d.core.pick.RaycastPicker |
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Gets the collision object from the screen coordinates of the picking ray. |
getViewCollision(x:Number, y:Number, view:away3d.containers:View3D) — method, class away3d.core.pick.ShaderPicker |
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Gets the collision object from the screen coordinates of the picking ray. |
GLOBAL — Constant Static Property, class away3d.animators.data.ParticlePropertiesMode |
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Mode that defines the particle node as acting on global properties (ie. |
GLOBAL — Constant Static Property, class away3d.animators.nodes.ParticleUVNode |
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Used to set the time node into global property mode. |
globalMatrices — Property, class away3d.animators.SkeletonAnimator |
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returns the calculated global matrices of the current skeleton pose. |
globalPosDependencies — Property, class away3d.materials.compilation.MethodDependencyCounter |
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globalPose — Property, class away3d.animators.SkeletonAnimator |
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returns the current skeleton pose output from the animator. |
globalPositionVarying — Property, class away3d.materials.compilation.ShaderRegisterData |
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globalPositionVertex — Property, class away3d.materials.compilation.ShaderRegisterData |
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gloss — Property, class away3d.materials.MultiPassMaterialBase |
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The sharpness of the specular highlight. |
gloss — Property, class away3d.materials.SinglePassMaterialBase |
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The sharpness of the specular highlight. |
gloss — Property, class away3d.materials.methods.BasicSpecularMethod |
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The sharpness of the specular highlight. |
gloss — Property, class away3d.materials.methods.CompositeSpecularMethod |
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The sharpness of the specular highlight. |
glossMap — Property, class away3d.textures.SpecularBitmapTexture |
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glowGamma — Property, class away3d.filters.RadialBlurFilter3D |
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glowGamma — Property, class away3d.filters.tasks.Filter3DRadialBlurTask |
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gotoAndPlay(frameNumber:uint) — method, class away3d.animators.SpriteSheetAnimator |
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gotoAndStop(frameNumber:uint) — method, class away3d.animators.SpriteSheetAnimator |
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gradient — Property, class away3d.materials.methods.GradientDiffuseMethod |
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GradientDiffuseMethod — class, package away3d.materials.methods |
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GradientDiffuseMethod is an alternative to BasicDiffuseMethod in which the shading can be modulated with a gradient
to introduce color-tinted shading as opposed to the single-channel diffuse strength. |
GradientDiffuseMethod(gradient:away3d.textures:Texture2DBase) — Constructor, class away3d.materials.methods.GradientDiffuseMethod |
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Creates a new GradientDiffuseMethod object. |
Grid — class, package away3d.tools.utils |
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Class Grid snaps vertexes or meshes according to a given grid unit.Grid
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Grid(unit:Number, objectSpace:Boolean) — Constructor, class away3d.tools.utils.Grid |
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Grid snaps vertexes according to a given grid unit
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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |