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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

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

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

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

Returns a matrix describing a rotation transformation.

public

Returns a matrix describing a scale transformation.

public

Returns a matrix describing a translation transformation.

public

Matrix multiplication is not commutative.

public

The resulting transformation consists of the specified rotation followed by the transformation represented by the mat parameter.

public

The resulting transformation consists of the specified scale followed by the transformation represented by the mat parameter.

public

Returns a GLKit matrix corresponding to a SceneKit matrix.

public

SCNMatrix4ToMat4(m: SCNMatrix4): number[][]

public

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
public

SCNVector3FromGLKVector3(vector: GLKVector3): SCNVector3

Returns a three-element SceneKit vector structure corresponding to a GLKit vector structure.

public

Returns a new three-component vector created from individual component values.

public
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
public

SCNVector4FromGLKVector4(vector: GLKVector4): SCNVector4

Returns a four-element SceneKit vector structure corresponding to a GLKit vector structure.

public

Returns a new four-component vector created from individual component values.

public
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:

NameTypeAttributeDescription
bigEndian *
allowExceptions *

public CACurrentMediaTime(): number source

import CACurrentMediaTime from 'jscenekit/js/QuartzCore/CACurrentMediaTime.js'

Returns the current absolute time, in seconds.

Return:

number

See:

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.

Return:

number

The current absolute time.

See:

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

See:

public CanUseWebGL2(): boolean source

import CanUseWebGL2 from 'jscenekit/js/util/CanUseWebGL2.js'

Check if the browser can use WebGL2.

Return:

boolean

true if the browser supports WebGL2.

public EscapeEUCJP(str: *): * source

import {EscapeEUCJP} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public EscapeJIS7(str: *): * source

import {EscapeJIS7} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public EscapeJIS8(str: *): * source

import {EscapeJIS8} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public EscapeSJIS(str: *): * source

import {EscapeSJIS} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public EscapeUTF16LE(str: *): * source

import {EscapeUTF16LE} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public EscapeUTF7(str: *): * source

import {EscapeUTF7} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public EscapeUTF8(str: *): * source

import {EscapeUTF8} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public EscapeUnicode(str: *): * source

import {EscapeUnicode} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public GetEscapeCodeType(str: *): * source

import {GetEscapeCodeType} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
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:

NameTypeAttributeDescription
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.

Return:

number

See:

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:

NameTypeAttributeDescription
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

See:

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:

NameTypeAttributeDescription
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
  • nullable: true

The SCNNode object being rendered.

renderer SCNRenderer

The SCNRenderer object responsible for rendering.

Return:

void

See:

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:

NameTypeAttributeDescription
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

See:

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:

NameTypeAttributeDescription
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.

Return:

SCNVector3

See:

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:

NameTypeAttributeDescription
a SCNMatrix4
b SCNMatrix4

Return:

boolean

See:

public SCNMatrix4FromGLKMatrix4(mat: GLKMatrix4): SCNMatrix4 source

import SCNMatrix4FromGLKMatrix4 from 'jscenekit/js/SceneKit/SCNMatrix4FromGLKMatrix4.js'

Returns a SceneKit matrix corresponding to a GLKit matrix.

Params:

NameTypeAttributeDescription
mat GLKMatrix4

A GLKit matrix.

Return:

SCNMatrix4

See:

public SCNMatrix4FromMat4(m: number[][]): SCNMatrix4 source

import SCNMatrix4FromMat4 from 'jscenekit/js/SceneKit/SCNMatrix4FromMat4.js'

Params:

NameTypeAttributeDescription
m number[][]

Return:

SCNMatrix4

See:

public SCNMatrix4Invert(m: SCNMatrix4): SCNMatrix4 source

import SCNMatrix4Invert from 'jscenekit/js/SceneKit/SCNMatrix4Invert.js'

Returns the inverse of the specified matrix.

Params:

NameTypeAttributeDescription
m SCNMatrix4

Return:

SCNMatrix4

See:

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:

NameTypeAttributeDescription
m SCNMatrix4

Return:

boolean

See:

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.

Params:

NameTypeAttributeDescription
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.

Return:

SCNMatrix4

See:

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.

Params:

NameTypeAttributeDescription
sx number

The scale factor in the x-axis direction.

sy number

The scale factor in the y-axis direction.

sz number

The scale factor in the z-axis direction.

Return:

SCNMatrix4

See:

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.

Params:

NameTypeAttributeDescription
tx number
ty number
tz number

Return:

SCNMatrix4

See:

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:

NameTypeAttributeDescription
a SCNMatrix4
b SCNMatrix4

Return:

SCNMatrix4

See:

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:

NameTypeAttributeDescription
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.

Return:

SCNMatrix4

See:

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:

NameTypeAttributeDescription
m SCNMatrix4
sx number
sy number
sz number

Return:

SCNMatrix4

See:

public SCNMatrix4ToGLKMatrix4(mat: SCNMatrix4): GLKMatrix4 source

import SCNMatrix4ToGLKMatrix4 from 'jscenekit/js/SceneKit/SCNMatrix4ToGLKMatrix4.js'

Returns a GLKit matrix corresponding to a SceneKit matrix.

Params:

NameTypeAttributeDescription
mat SCNMatrix4

A SceneKit matrix.

Return:

GLKMatrix4

See:

public SCNMatrix4ToMat4(m: SCNMatrix4): number[][] source

import SCNMatrix4ToMat4 from 'jscenekit/js/SceneKit/SCNMatrix4ToMat4.js'

Params:

NameTypeAttributeDescription
m SCNMatrix4

Return:

number[][]

See:

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:

NameTypeAttributeDescription
m SCNMatrix4
tx number
ty number
tz number

Return:

SCNMatrix4

See:

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:

NameTypeAttributeDescription
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>
  • nullable: true

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

See:

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:

NameTypeAttributeDescription
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

See:

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:

NameTypeAttributeDescription
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
  • nullable: true

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

See:

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:

NameTypeAttributeDescription
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
  • nullable: true

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

See:

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:

NameTypeAttributeDescription
a SCNVector3

The first vector.

b SCNVector3

The second vector.

Return:

boolean

See:

public SCNVector3FromFloat3(v: number[]): SCNVector3 source

import SCNVector3FromFloat3 from 'jscenekit/js/SceneKit/SCNVector3FromFloat3.js'

Params:

NameTypeAttributeDescription
v number[]

Return:

SCNVector3

See:

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:

NameTypeAttributeDescription
vector GLKVector3

A three-element GLKit vector structure.

Return:

SCNVector3

See:

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.

Params:

NameTypeAttributeDescription
x number

The first component of the vector.

y number

The second component of the vector.

z number

The third component of the vector.

Return:

SCNVector3

See:

public SCNVector3ToFloat3(v: SCNVector3): number[] source

import SCNVector3ToFloat3 from 'jscenekit/js/SceneKit/SCNVector3ToFloat3.js'

Params:

NameTypeAttributeDescription
v SCNVector3

Return:

number[]

See:

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:

NameTypeAttributeDescription
vector SCNVector3

A three-element SceneKit vector structure.

Return:

GLKVector3

See:

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:

NameTypeAttributeDescription
a SCNVector4

The first vector.

b SCNVector4

The second vector.

Return:

boolean

See:

public SCNVector4FromFloat4(v: number[]): SCNVector4 source

import SCNVector4FromFloat4 from 'jscenekit/js/SceneKit/SCNVector4FromFloat4.js'

Params:

NameTypeAttributeDescription
v number[]

Return:

SCNVector4

See:

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:

NameTypeAttributeDescription
vector GLKVector4

A four-element GLKit vector structure.

Return:

SCNVector4

See:

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.

Params:

NameTypeAttributeDescription
x number

The first component of the vector.

y number

The second component of the vector.

z number

The third component of the vector.

w number

The fourth component of the vector.

Return:

SCNVector4

See:

public SCNVector4ToFloat4(v: SCNVector4): number[] source

import SCNVector4ToFloat4 from 'jscenekit/js/SceneKit/SCNVector4ToFloat4.js'

Params:

NameTypeAttributeDescription
v SCNVector4

Return:

number[]

See:

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:

NameTypeAttributeDescription
vector SCNVector4

A four-element SceneKit vector structure.

Return:

GLKVector4

See:

public UnescapeEUCJP(str: *): * source

import {UnescapeEUCJP} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public UnescapeJIS7(str: *): * source

import {UnescapeJIS7} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public UnescapeJIS8(str: *): * source

import {UnescapeJIS8} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public UnescapeSJIS(str: *): * source

import {UnescapeSJIS} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public UnescapeUTF16LE(str: *): * source

import {UnescapeUTF16LE} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public UnescapeUTF7(str: *): * source

import {UnescapeUTF7} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public UnescapeUTF8(str: *): * source

import {UnescapeUTF8} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*

public UnescapeUnicode(str: *): * source

import {UnescapeUnicode} from 'jscenekit/js/third_party/ecl.js'

Params:

NameTypeAttributeDescription
str *

Return:

*