Function
Static Public Summary | ||
public |
BinaryParser(bigEndian: *, allowExceptions: *) |
|
public |
Returns the current absolute time, in seconds. |
|
public |
Absolute time is measured in seconds relative to the absolute reference date of Jan 1 2001 00:00:00 GMT. |
|
public |
CGPathApplierFunction(): void Defines a callback function that can view an element in a graphics path. |
|
public |
Check if the browser can use WebGL2. |
|
public |
EscapeEUCJP(str: *): * |
|
public |
EscapeJIS7(str: *): * |
|
public |
EscapeJIS8(str: *): * |
|
public |
EscapeSJIS(str: *): * |
|
public |
EscapeUTF16LE(str: *): * |
|
public |
EscapeUTF7(str: *): * |
|
public |
EscapeUTF8(str: *): * |
|
public |
EscapeUnicode(str: *): * |
|
public |
GetEscapeCodeType(str: *): * |
|
public |
SCNActionTimingFunction(time: number): number Your block must return a floating-point value between 0.0 and 1.0, where 0.0 represents the starting state of the action’s animation and 1.0 represents the end state. |
|
public |
SCNAnimationEventBlock(animation: CAAnimation, animatedObject: Object, playingBackward: boolean): void Signature for the block called when an animation event triggers. |
|
public |
SCNBindingBlock(programID: number, location: number, renderedNode: SCNNode, renderer: SCNRenderer): void Call handleBinding(ofSymbol:handler:) or handleUnbinding(ofSymbol:handler:) to associate a handler block with a GLSL symbol for a SceneKit geometry or material. |
|
public |
SCNBufferBindingBlock(buffer: SCNBufferStream, node: SCNNode, shadable: SCNShadable, renderer: SCNRenderer): void A block SceneKit calls at render time for working with buffers in a Metal shader, used by the handleBinding(ofBufferNamed:frequency:handler:) method. |
|
public |
SCNFieldForceEvaluator(position: SCNVector3, velocity: SCNVector3, mass: number, charge: number, time: number): SCNVector3 Your block uses these parameters to compute and return an SCNVector3 force vector, which SceneKit then applies to the object affected by the field. |
|
public |
This function performs a numeric (not bitwise) comparison of each pair of elements. |
|
public |
SCNMatrix4FromGLKMatrix4(mat: GLKMatrix4): SCNMatrix4 Returns a SceneKit matrix corresponding to a GLKit matrix. |
|
public |
SCNMatrix4FromMat4(m: number[][]): SCNMatrix4 |
|
public |
Returns the inverse of the specified matrix. |
|
public |
Returns a Boolean value that indicates whether the specified matrix is equal to the identity matrix. |
|
public |
SCNMatrix4MakeRotation(angle: number, x: number, y: number, z: number): SCNMatrix4 Returns a matrix describing a rotation transformation. |
|
public |
SCNMatrix4MakeScale(sx: number, sy: number, sz: number): SCNMatrix4 Returns a matrix describing a scale transformation. |
|
public |
SCNMatrix4MakeTranslation(tx: number, ty: number, tz: number): SCNMatrix4 Returns a matrix describing a translation transformation. |
|
public |
SCNMatrix4Mult(a: SCNMatrix4, b: SCNMatrix4): SCNMatrix4 Matrix multiplication is not commutative. |
|
public |
SCNMatrix4Rotate(m: SCNMatrix4, angle: number, x: number, y: number, z: number): SCNMatrix4 The resulting transformation consists of the specified rotation followed by the transformation represented by the mat parameter. |
|
public |
SCNMatrix4Scale(m: SCNMatrix4, sx: number, sy: number, sz: number): SCNMatrix4 The resulting transformation consists of the specified scale followed by the transformation represented by the mat parameter. |
|
public |
SCNMatrix4ToGLKMatrix4(mat: SCNMatrix4): GLKMatrix4 Returns a GLKit matrix corresponding to a SceneKit matrix. |
|
public |
SCNMatrix4ToMat4(m: SCNMatrix4): number[][] |
|
public |
SCNMatrix4Translate(m: SCNMatrix4, tx: number, ty: number, tz: number): SCNMatrix4 The resulting transformation consists of the specified translation followed by the transformation represented by the mat parameter. |
|
public |
SCNParticleEventBlock(data: UnsafeMutablePointer<UnsafeMutableRawPointer>, dataStride: UnsafeMutablePointer<Int>, indices: UnsafeMutablePointer<UInt32>, count: number): void Use this block to change properties of individual particles when they are spawned, when they collide with scene geometry, or when they die (that is, reach the end of their life spans and are removed from the scene). |
|
public |
SCNParticleModifierBlock(data: UnsafeMutablePointer<UnsafeMutableRawPointer>, dataStride: UnsafeMutablePointer<Int>, start: number, end: number, deltaTime: number): void Use this block to change properties of individual particles on each frame of simulation.ImportantRunning your own code to update particle properties every frame can have a severe impact on rendering performance. |
|
public |
SCNSceneExportProgressHandler(totalProgress: number, error: Error, stop: UnsafeMutablePointer<ObjCBool>): void stopSet *stop to true inside the block to cancel export. |
|
public |
SCNSceneSourceStatusHandler(totalProgress: number, status: SCNSceneSourceStatus, error: Error, stopLoading: UnsafeMutablePointer<ObjCBool>): void The signature for the block that SceneKit calls periodically to report progress while loading a scene. |
|
public |
This function performs a numeric (not bitwise) comparison of each pair of component values. |
|
public |
SCNVector3FromFloat3(v: number[]): SCNVector3 |
|
public |
SCNVector3FromGLKVector3(vector: GLKVector3): SCNVector3 Returns a three-element SceneKit vector structure corresponding to a GLKit vector structure. |
|
public |
SCNVector3Make(x: number, y: number, z: number): SCNVector3 Returns a new three-component vector created from individual component values. |
|
public |
SCNVector3ToFloat3(v: SCNVector3): number[] |
|
public |
SCNVector3ToGLKVector3(vector: SCNVector3): GLKVector3 Returns a three-element GLKit vector structure corresponding to a SceneKit vector structure. |
|
public |
This function performs a numeric (not bitwise) comparison of each pair of component values. |
|
public |
SCNVector4FromFloat4(v: number[]): SCNVector4 |
|
public |
SCNVector4FromGLKVector4(vector: GLKVector4): SCNVector4 Returns a four-element SceneKit vector structure corresponding to a GLKit vector structure. |
|
public |
SCNVector4Make(x: number, y: number, z: number, w: number): SCNVector4 Returns a new four-component vector created from individual component values. |
|
public |
SCNVector4ToFloat4(v: SCNVector4): number[] |
|
public |
SCNVector4ToGLKVector4(vector: SCNVector4): GLKVector4 Returns a four-element GLKit vector structure corresponding to a SceneKit vector structure. |
|
public |
UnescapeEUCJP(str: *): * |
|
public |
UnescapeJIS7(str: *): * |
|
public |
UnescapeJIS8(str: *): * |
|
public |
UnescapeSJIS(str: *): * |
|
public |
UnescapeUTF16LE(str: *): * |
|
public |
UnescapeUTF7(str: *): * |
|
public |
UnescapeUTF8(str: *): * |
|
public |
UnescapeUnicode(str: *): * |
Static Public
public BinaryParser(bigEndian: *, allowExceptions: *) source
import BinaryParser from 'jscenekit/js/third_party/BinaryParser.js'
Params:
Name | Type | Attribute | Description |
bigEndian | * | ||
allowExceptions | * |
public CACurrentMediaTime(): number source
import CACurrentMediaTime from 'jscenekit/js/QuartzCore/CACurrentMediaTime.js'
Returns the current absolute time, in seconds.
public CFAbsoluteTimeGetCurrent(): number source
import CFAbsoluteTimeGetCurrent from 'jscenekit/js/CoreFoundation/CFAbsoluteTimeGetCurrent.js'
Absolute time is measured in seconds relative to the absolute reference date of Jan 1 2001 00:00:00 GMT. A positive value represents a date after the reference date, a negative value represents a date before it. For example, the absolute time -32940326 is equivalent to December 16th, 1999 at 17:54:34. Repeated calls to this function do not guarantee monotonically increasing results. The system time may decrease due to synchronization with external time references or due to an explicit user change of the clock.
public CGPathApplierFunction(): void source
import CGPathApplierFunction from 'jscenekit/js/CoreGraphics/CGPathApplierFunction.js'
Defines a callback function that can view an element in a graphics path.
Return:
void |
public CanUseWebGL2(): boolean source
import CanUseWebGL2 from 'jscenekit/js/util/CanUseWebGL2.js'
Check if the browser can use WebGL2.
public EscapeEUCJP(str: *): * source
import {EscapeEUCJP} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public EscapeJIS7(str: *): * source
import {EscapeJIS7} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public EscapeJIS8(str: *): * source
import {EscapeJIS8} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public EscapeSJIS(str: *): * source
import {EscapeSJIS} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public EscapeUTF16LE(str: *): * source
import {EscapeUTF16LE} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public EscapeUTF7(str: *): * source
import {EscapeUTF7} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public EscapeUTF8(str: *): * source
import {EscapeUTF8} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public EscapeUnicode(str: *): * source
import {EscapeUnicode} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public GetEscapeCodeType(str: *): * source
import {GetEscapeCodeType} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public SCNActionTimingFunction(time: number): number source
import SCNActionTimingFunction from 'jscenekit/js/SceneKit/SCNActionTimingFunction.js'
Your block must return a floating-point value between 0.0 and 1.0, where 0.0 represents the starting state of the action’s animation and 1.0 represents the end state.
Params:
Name | Type | Attribute | Description |
time | number | A fraction of the action’s The input value for the timing function, as determined by the timingMode property and the action’s current progress. |
public SCNAnimationEventBlock(animation: CAAnimation, animatedObject: Object, playingBackward: boolean): void source
import SCNAnimationEventBlock from 'jscenekit/js/SceneKit/SCNAnimationEventBlock.js'
Signature for the block called when an animation event triggers.
Params:
Name | Type | Attribute | Description |
animation | CAAnimation | The animation triggering the animation event. |
|
animatedObject | Object | The Scene Kit object affected by the animation. |
|
playingBackward | boolean | true if the animation is playing in reverse; otherwise, false. |
Return:
void |
public SCNBindingBlock(programID: number, location: number, renderedNode: SCNNode, renderer: SCNRenderer): void source
import SCNBindingBlock from 'jscenekit/js/SceneKit/SCNBindingBlock.js'
Call handleBinding(ofSymbol:handler:) or handleUnbinding(ofSymbol:handler:) to associate a handler block with a GLSL symbol for a SceneKit geometry or material.
Params:
Name | Type | Attribute | Description |
programID | number | The OpenGL program identifier for the current SCNProgram instance, as used by OpenGL functions such as glValidateProgram. |
|
location | number | The OpenGL location index for the symbol to be bound or unbound, as used by OpenGL functions such as glUniform. |
|
renderedNode | SCNNode |
|
The SCNNode object being rendered. |
renderer | SCNRenderer | The SCNRenderer object responsible for rendering. |
Return:
void |
public SCNBufferBindingBlock(buffer: SCNBufferStream, node: SCNNode, shadable: SCNShadable, renderer: SCNRenderer): void source
import SCNBufferBindingBlock from 'jscenekit/js/SceneKit/SCNBufferBindingBlock.js'
A block SceneKit calls at render time for working with buffers in a Metal shader, used by the handleBinding(ofBufferNamed:frequency:handler:) method.
Params:
Name | Type | Attribute | Description |
buffer | SCNBufferStream | An object that provides write access to the buffer. Use the writeBytes(_:count:) method on this object to write data for use by the shader. |
|
node | SCNNode | The node to be rendered using the shader program. |
|
shadable | SCNShadable | The material or geometry to be rendered using the shader program. |
|
renderer | SCNRenderer | The view (or other SceneKit renderer) responsible for rendering. |
Return:
void |
public SCNFieldForceEvaluator(position: SCNVector3, velocity: SCNVector3, mass: number, charge: number, time: number): SCNVector3 source
import SCNFieldForceEvaluator from 'jscenekit/js/SceneKit/SCNFieldForceEvaluator.js'
Your block uses these parameters to compute and return an SCNVector3 force vector, which SceneKit then applies to the object affected by the field.
Params:
Name | Type | Attribute | Description |
position | SCNVector3 | The position of the object affected by the field, in the local coordinate space of the node containing the field. |
|
velocity | SCNVector3 | The velocity of the object affected by the field, relative to the local coordinate space of the node containing the field. |
|
mass | number | The mass of the object affected by the field. (See the mass property for physics bodies and the particleMass property for particle systems.) |
|
charge | number | The electrical charge of the object affected by the field. (See the charge property for physics bodies and the particleCharge property for particle systems.) |
|
time | number | The elapsed time, in seconds, since the last simulation step. |
public SCNMatrix4EqualToMatrix4(a: SCNMatrix4, b: SCNMatrix4): boolean source
import SCNMatrix4EqualToMatrix4 from 'jscenekit/js/SceneKit/SCNMatrix4EqualToMatrix4.js'
This function performs a numeric (not bitwise) comparison of each pair of elements.
Params:
Name | Type | Attribute | Description |
a | SCNMatrix4 | ||
b | SCNMatrix4 |
public SCNMatrix4FromGLKMatrix4(mat: GLKMatrix4): SCNMatrix4 source
import SCNMatrix4FromGLKMatrix4 from 'jscenekit/js/SceneKit/SCNMatrix4FromGLKMatrix4.js'
Returns a SceneKit matrix corresponding to a GLKit matrix.
Params:
Name | Type | Attribute | Description |
mat | GLKMatrix4 | A GLKit matrix. |
public SCNMatrix4FromMat4(m: number[][]): SCNMatrix4 source
import SCNMatrix4FromMat4 from 'jscenekit/js/SceneKit/SCNMatrix4FromMat4.js'
Params:
Name | Type | Attribute | Description |
m | number[][] |
public SCNMatrix4Invert(m: SCNMatrix4): SCNMatrix4 source
import SCNMatrix4Invert from 'jscenekit/js/SceneKit/SCNMatrix4Invert.js'
Returns the inverse of the specified matrix.
Params:
Name | Type | Attribute | Description |
m | SCNMatrix4 |
public SCNMatrix4IsIdentity(m: SCNMatrix4): boolean source
import SCNMatrix4IsIdentity from 'jscenekit/js/SceneKit/SCNMatrix4IsIdentity.js'
Returns a Boolean value that indicates whether the specified matrix is equal to the identity matrix.
Params:
Name | Type | Attribute | Description |
m | SCNMatrix4 |
public SCNMatrix4MakeRotation(angle: number, x: number, y: number, z: number): SCNMatrix4 source
import SCNMatrix4MakeRotation from 'jscenekit/js/SceneKit/SCNMatrix4MakeRotation.js'
Returns a matrix describing a rotation transformation.
public SCNMatrix4MakeScale(sx: number, sy: number, sz: number): SCNMatrix4 source
import SCNMatrix4MakeScale from 'jscenekit/js/SceneKit/SCNMatrix4MakeScale.js'
Returns a matrix describing a scale transformation.
public SCNMatrix4MakeTranslation(tx: number, ty: number, tz: number): SCNMatrix4 source
import SCNMatrix4MakeTranslation from 'jscenekit/js/SceneKit/SCNMatrix4MakeTranslation.js'
Returns a matrix describing a translation transformation.
public SCNMatrix4Mult(a: SCNMatrix4, b: SCNMatrix4): SCNMatrix4 source
import SCNMatrix4Mult from 'jscenekit/js/SceneKit/SCNMatrix4Mult.js'
Matrix multiplication is not commutative. As a transformation, the result of multiplying a matrix A by a matrix B is the transformation represented by B followed by the transformation represented by A.
Params:
Name | Type | Attribute | Description |
a | SCNMatrix4 | ||
b | SCNMatrix4 |
public SCNMatrix4Rotate(m: SCNMatrix4, angle: number, x: number, y: number, z: number): SCNMatrix4 source
import SCNMatrix4Rotate from 'jscenekit/js/SceneKit/SCNMatrix4Rotate.js'
The resulting transformation consists of the specified rotation followed by the transformation represented by the mat parameter.
Params:
Name | Type | Attribute | Description |
m | SCNMatrix4 | ||
angle | number | The amount of rotation, in radians, measured counterclockwise around the rotation axis. |
|
x | number | The x-component of the rotation axis. |
|
y | number | The y-component of the rotation axis. |
|
z | number | The z-component of the rotation axis. |
public SCNMatrix4Scale(m: SCNMatrix4, sx: number, sy: number, sz: number): SCNMatrix4 source
import SCNMatrix4Scale from 'jscenekit/js/SceneKit/SCNMatrix4Scale.js'
The resulting transformation consists of the specified scale followed by the transformation represented by the mat parameter.
Params:
Name | Type | Attribute | Description |
m | SCNMatrix4 | ||
sx | number | ||
sy | number | ||
sz | number |
public SCNMatrix4ToGLKMatrix4(mat: SCNMatrix4): GLKMatrix4 source
import SCNMatrix4ToGLKMatrix4 from 'jscenekit/js/SceneKit/SCNMatrix4ToGLKMatrix4.js'
Returns a GLKit matrix corresponding to a SceneKit matrix.
Params:
Name | Type | Attribute | Description |
mat | SCNMatrix4 | A SceneKit matrix. |
Return:
GLKMatrix4 |
public SCNMatrix4ToMat4(m: SCNMatrix4): number[][] source
import SCNMatrix4ToMat4 from 'jscenekit/js/SceneKit/SCNMatrix4ToMat4.js'
Params:
Name | Type | Attribute | Description |
m | SCNMatrix4 |
Return:
number[][] |
public SCNMatrix4Translate(m: SCNMatrix4, tx: number, ty: number, tz: number): SCNMatrix4 source
import SCNMatrix4Translate from 'jscenekit/js/SceneKit/SCNMatrix4Translate.js'
The resulting transformation consists of the specified translation followed by the transformation represented by the mat parameter.
Params:
Name | Type | Attribute | Description |
m | SCNMatrix4 | ||
tx | number | ||
ty | number | ||
tz | number |
public SCNParticleEventBlock(data: UnsafeMutablePointer<UnsafeMutableRawPointer>, dataStride: UnsafeMutablePointer<Int>, indices: UnsafeMutablePointer<UInt32>, count: number): void source
import SCNParticleEventBlock from 'jscenekit/js/SceneKit/SCNParticleEventBlock.js'
Use this block to change properties of individual particles when they are spawned, when they collide with scene geometry, or when they die (that is, reach the end of their life spans and are removed from the scene). The following example illustrates setting up a handler block for particle collision events:[system handleEvent:SCNParticleEventCollision forProperties:@[SCNParticlePropertyAngle, SCNParticlePropertyRotationAxis, SCNParticlePropertyContactNormal] withBlock:^(void *data, size_t dataStride, uint32_t indices, NSInteger count) { // For each particle affected by the collision event, // calculate pointers in the data to each property's value. for (NSInteger i = 0; i < count; ++i) { // SCNParticlePropertyAngle (float) float angle = (float )((char )data[0] + dataStride[0] * indices[i]); // angle[0] is the particle's rotation angle in radians.
// SCNParticlePropertyRotationAxis (float3) float axis = (float )((char )data[1] + dataStride[1] indices[i]); // axis[0..2] are the xyz components of the particle's rotation axis.
// SCNParticlePropertyContactNormal (float3) float norm = (float )((char )data[2] + dataStride[2] indices[i]); // norm[0..2] are the xyz components of the contact normal vector.
// Now, use the norm vector to rotate the particle's axis/angle (not shown). } }];
Params:
Name | Type | Attribute | Description |
data | UnsafeMutablePointer<UnsafeMutableRawPointer> | An array of floating-point values containing stripes of property data for the system’s particles. The width and format of each data stripe depend on the properties you specify when calling the handle(_:forProperties:handler:) method. |
|
dataStride | UnsafeMutablePointer<Int> | An array identifying the offset, in bytes, of each property’s value in the data stripe for each particle. The order of offsets in this array corresponds to the order of the properties array you specify when calling the handle(_:forProperties:handler:) method. |
|
indices | UnsafeMutablePointer<UInt32> |
|
An array in which each element is an index that identifies (in the data array) the data stripe for each particle affected by the event that caused SceneKit to call the handler block.When SceneKit calls your handler block for the birth event, you need not use this parameter—at that time, the affected particles are indexed from 0 to the count parameter’s value. |
count | number | The number of particles affected by the current event. |
Return:
void |
public SCNParticleModifierBlock(data: UnsafeMutablePointer<UnsafeMutableRawPointer>, dataStride: UnsafeMutablePointer<Int>, start: number, end: number, deltaTime: number): void source
import SCNParticleModifierBlock from 'jscenekit/js/SceneKit/SCNParticleModifierBlock.js'
Use this block to change properties of individual particles on each frame of simulation.ImportantRunning your own code to update particle properties every frame can have a severe impact on rendering performance. If the behavior over time that you want for your particle system can be described more declaratively, use the propertyControllers property and SCNParticlePropertyController class instead. If you need to change particle properties only at certain times (rather than continuously), add a handler block for an event using the handle(_:forProperties:handler:) method.The following example illustrates setting up a modifier block that alters particle’s position and velocity:[system addModifierForProperties:@[SCNParticlePropertyPosition, SCNParticlePropertyVelocity] atStage:SCNParticleModifierStagePostDynamics withBlock:^(void *data, size_t dataStride, NSInteger start, NSInteger end, float deltaTime) { // For each particle to be processed, // calculate pointers in the data to each property's value: for (NSInteger i = start; i < end; ++i) { // SCNParticlePropertyPosition (float3) float pos = (float )((char )data[0] + dataStride[0] i); // pos[0..2] are the xyz components of the particle's position.
// SCNParticlePropertyVelocity (float3) float vel = (float )((char )data[1] + dataStride[1] i); // vel[0..2] are the xyz components of the particle's position.
// Now, compute a new position and velocity (not shown). } }];
Params:
Name | Type | Attribute | Description |
data | UnsafeMutablePointer<UnsafeMutableRawPointer> | An array of floating-point values containing stripes of property data for the system’s particles. The width and format of each data stripe depend on the properties you specify when calling the addModifier(forProperties:at:modifier:) method. |
|
dataStride | UnsafeMutablePointer<Int> | An array identifying the offset, in bytes, of each property’s value in the data stripe for each particle. The order of offsets in this array corresponds to the order of the properties array you specify when calling the addModifier(forProperties:at:modifier:) method. |
|
start | number | The index of the first particle’s data stripe in the data array. |
|
end | number | The index of the last particle’s data stripe in the data array. |
|
deltaTime | number | The elapsed time, in seconds, since the last frame of simulation. |
Return:
void |
public SCNSceneExportProgressHandler(totalProgress: number, error: Error, stop: UnsafeMutablePointer<ObjCBool>): void source
import SCNSceneExportProgressHandler from 'jscenekit/js/SceneKit/SCNSceneExportProgressHandler.js'
stopSet *stop to true inside the block to cancel export.
Params:
Name | Type | Attribute | Description |
totalProgress | number | A number between 0.0 and 1.0 that indicates the progress of the export operation, with 0.0 indicating that the operation has just begun and 1.0 indicating the operation has completed. |
|
error | Error |
|
An error encountered during the export process, or nil if no errors have occurred. |
stop | UnsafeMutablePointer<ObjCBool> | Set *stop to true inside the block to cancel export. |
Return:
void |
public SCNSceneSourceStatusHandler(totalProgress: number, status: SCNSceneSourceStatus, error: Error, stopLoading: UnsafeMutablePointer<ObjCBool>): void source
import SCNSceneSourceStatusHandler from 'jscenekit/js/SceneKit/SCNSceneSourceStatusHandler.js'
The signature for the block that SceneKit calls periodically to report progress while loading a scene.
Params:
Name | Type | Attribute | Description |
totalProgress | number | A floating-point number between 0.0 and 1.0 indicating the overall progress of loading the scene. A value of 0.0 indicates that the loading process has just begun, and a value of 1.0 indicates that the process has completed. |
|
status | SCNSceneSourceStatus | A constant identifying one of the distinct phases of SceneKit’s loading procedure. See SCNSceneSourceStatus for possible values. |
|
error | Error |
|
An error object describing any error that has occurred during scene loading, or nil if no errors has been encountered. |
stopLoading | UnsafeMutablePointer<ObjCBool> | A reference to a Boolean value. Set *stop to true within the block to abort further processing of the scene source’s contents. |
Return:
void |
public SCNVector3EqualToVector3(a: SCNVector3, b: SCNVector3): boolean source
import SCNVector3EqualToVector3 from 'jscenekit/js/SceneKit/SCNVector3EqualToVector3.js'
This function performs a numeric (not bitwise) comparison of each pair of component values.
Params:
Name | Type | Attribute | Description |
a | SCNVector3 | The first vector. |
|
b | SCNVector3 | The second vector. |
public SCNVector3FromFloat3(v: number[]): SCNVector3 source
import SCNVector3FromFloat3 from 'jscenekit/js/SceneKit/SCNVector3FromFloat3.js'
Params:
Name | Type | Attribute | Description |
v | number[] |
public SCNVector3FromGLKVector3(vector: GLKVector3): SCNVector3 source
import SCNVector3FromGLKVector3 from 'jscenekit/js/SceneKit/SCNVector3FromGLKVector3.js'
Returns a three-element SceneKit vector structure corresponding to a GLKit vector structure.
Params:
Name | Type | Attribute | Description |
vector | GLKVector3 | A three-element GLKit vector structure. |
public SCNVector3Make(x: number, y: number, z: number): SCNVector3 source
import SCNVector3Make from 'jscenekit/js/SceneKit/SCNVector3Make.js'
Returns a new three-component vector created from individual component values.
public SCNVector3ToFloat3(v: SCNVector3): number[] source
import SCNVector3ToFloat3 from 'jscenekit/js/SceneKit/SCNVector3ToFloat3.js'
Params:
Name | Type | Attribute | Description |
v | SCNVector3 |
public SCNVector3ToGLKVector3(vector: SCNVector3): GLKVector3 source
import SCNVector3ToGLKVector3 from 'jscenekit/js/SceneKit/SCNVector3ToGLKVector3.js'
Returns a three-element GLKit vector structure corresponding to a SceneKit vector structure.
Params:
Name | Type | Attribute | Description |
vector | SCNVector3 | A three-element SceneKit vector structure. |
Return:
GLKVector3 |
public SCNVector4EqualToVector4(a: SCNVector4, b: SCNVector4): boolean source
import SCNVector4EqualToVector4 from 'jscenekit/js/SceneKit/SCNVector4EqualToVector4.js'
This function performs a numeric (not bitwise) comparison of each pair of component values.
Params:
Name | Type | Attribute | Description |
a | SCNVector4 | The first vector. |
|
b | SCNVector4 | The second vector. |
public SCNVector4FromFloat4(v: number[]): SCNVector4 source
import SCNVector4FromFloat4 from 'jscenekit/js/SceneKit/SCNVector4FromFloat4.js'
Params:
Name | Type | Attribute | Description |
v | number[] |
public SCNVector4FromGLKVector4(vector: GLKVector4): SCNVector4 source
import SCNVector4FromGLKVector4 from 'jscenekit/js/SceneKit/SCNVector4FromGLKVector4.js'
Returns a four-element SceneKit vector structure corresponding to a GLKit vector structure.
Params:
Name | Type | Attribute | Description |
vector | GLKVector4 | A four-element GLKit vector structure. |
public SCNVector4Make(x: number, y: number, z: number, w: number): SCNVector4 source
import SCNVector4Make from 'jscenekit/js/SceneKit/SCNVector4Make.js'
Returns a new four-component vector created from individual component values.
public SCNVector4ToFloat4(v: SCNVector4): number[] source
import SCNVector4ToFloat4 from 'jscenekit/js/SceneKit/SCNVector4ToFloat4.js'
Params:
Name | Type | Attribute | Description |
v | SCNVector4 |
public SCNVector4ToGLKVector4(vector: SCNVector4): GLKVector4 source
import SCNVector4ToGLKVector4 from 'jscenekit/js/SceneKit/SCNVector4ToGLKVector4.js'
Returns a four-element GLKit vector structure corresponding to a SceneKit vector structure.
Params:
Name | Type | Attribute | Description |
vector | SCNVector4 | A four-element SceneKit vector structure. |
Return:
GLKVector4 |
public UnescapeEUCJP(str: *): * source
import {UnescapeEUCJP} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public UnescapeJIS7(str: *): * source
import {UnescapeJIS7} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public UnescapeJIS8(str: *): * source
import {UnescapeJIS8} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public UnescapeSJIS(str: *): * source
import {UnescapeSJIS} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public UnescapeUTF16LE(str: *): * source
import {UnescapeUTF16LE} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public UnescapeUTF7(str: *): * source
import {UnescapeUTF7} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public UnescapeUTF8(str: *): * source
import {UnescapeUTF8} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |
public UnescapeUnicode(str: *): * source
import {UnescapeUnicode} from 'jscenekit/js/third_party/ecl.js'
Params:
Name | Type | Attribute | Description |
str | * |
Return:
* |