Dart DocumentationthreeGyroscope

Gyroscope class

@author alteredq / http://alteredqualia.com/

class Gyroscope extends Object3D {
 Vector3 translationWorld, translationObject;
 Quaternion rotationWorld, rotationObject;
 Vector3 scaleWorld, scaleObject;

 Gyroscope() :
   translationWorld = new Vector3.zero(),
   translationObject = new Vector3.zero(),
   rotationWorld = new Quaternion.identity(),
   rotationObject = new Quaternion.identity(),
   scaleWorld = new Vector3.zero(),
   scaleObject = new Vector3.zero(),
   super();

 updateMatrixWorld( {bool force: false} ) {

   if (matrixAutoUpdate) {
     updateMatrix();
   }

   // update matrixWorld

   if ( matrixWorldNeedsUpdate || force ) {

     if ( parent != null ) {

       matrixWorld = parent.matrixWorld * matrix;

       decompose( matrixWorld, translationWorld, rotationWorld, scaleWorld );
       decompose( matrix, translationObject, rotationObject, scaleObject );

       compose( matrixWorld, translationWorld, rotationObject, scaleWorld );


     } else {

       matrixWorld.setFrom( matrix );

     }


     matrixWorldNeedsUpdate = false;

     force = true;

   }

   // update children
   var l = this.children.length;
   for ( var i = 0; i < l; i ++ ) {

     children[ i ].updateMatrixWorld( force );

   }

 }
}

Extends

Object3D > Gyroscope

Constructors

new Gyroscope() #

Creates a new Object instance.

Object instances have no meaningful state, and are only useful through their identity. An Object instance is equal to itself only.

docs inherited from Object
Gyroscope() :
 translationWorld = new Vector3.zero(),
 translationObject = new Vector3.zero(),
 rotationWorld = new Quaternion.identity(),
 rotationObject = new Quaternion.identity(),
 scaleWorld = new Vector3.zero(),
 scaleObject = new Vector3.zero(),
 super();

Properties

num boundRadius #

inherited from Object3D
num boundRadius

num boundRadiusScale #

inherited from Object3D
num boundRadius, boundRadiusScale

bool castShadow #

inherited from Object3D
bool visible = false, castShadow = false

List children #

inherited from Object3D
List children

var customDepthMaterial #

inherited from Object3D
var customDepthMaterial

bool doubleSided #

inherited from Object3D
bool _dynamic, doubleSided

String eulerOrder #

inherited from Object3D
String eulerOrder

bool flipSided #

inherited from Object3D
bool _dynamic, doubleSided, flipSided

bool frustumCulled #

inherited from Object3D
bool visible = false, castShadow = false, receiveShadow = false, frustumCulled = false

int id #

inherited from Object3D
int id

bool isDynamic #

inherited from Object3D
bool get isDynamic => _dynamic;
set isDynamic(bool flag) => _dynamic = flag;

Matrix4 matrix #

inherited from Object3D
Matrix4 matrix

bool matrixAutoUpdate #

inherited from Object3D
bool matrixAutoUpdate = false

Matrix4 matrixRotationWorld #

inherited from Object3D
Matrix4 matrix, matrixWorld, matrixRotationWorld

Matrix4 matrixWorld #

inherited from Object3D
Matrix4 matrix, matrixWorld

bool matrixWorldNeedsUpdate #

inherited from Object3D
bool matrixAutoUpdate = false, matrixWorldNeedsUpdate = false

String name #

inherited from Object3D
String name

Object3D parent #

inherited from Object3D
Object3D parent

Vector3 position #

inherited from Object3D
Vector3 up, position

Map properties #

inherited from Object3D
Map properties

var quaternion #

inherited from Object3D
var quaternion

bool receiveShadow #

inherited from Object3D
bool visible = false, castShadow = false, receiveShadow = false

int renderDepth #

inherited from Object3D
int renderDepth

Vector3 rotation #

inherited from Object3D
Vector3 up, position, rotation

bool rotationAutoUpdate #

inherited from Object3D
bool _dynamic, doubleSided, flipSided, rotationAutoUpdate

Quaternion rotationObject #

Quaternion rotationWorld, rotationObject

Quaternion rotationWorld #

Quaternion rotationWorld

Vector3 scale #

inherited from Object3D
Vector3 up, position, rotation, scale

Vector3 scaleObject #

Vector3 scaleWorld, scaleObject

Vector3 scaleWorld #

Vector3 scaleWorld

Vector3 translationObject #

Vector3 translationWorld, translationObject

Vector3 translationWorld #

Vector3 translationWorld

Vector3 up #

inherited from Object3D
Vector3 up

bool useQuaternion #

inherited from Object3D
bool useQuaternion

bool visible #

inherited from Object3D
bool visible = false

Operators

dynamic operator [](String key) #

inherited from Object3D
operator [] (String key) => _data[key];

dynamic operator []=(String key, value) #

inherited from Object3D
operator []= (String key, value) => _data[key] = value;

Methods

void add(Object3D object) #

inherited from Object3D
void add( Object3D object ) {
 if ( object == this ) {
   print( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
   return;
 }


 if ( object.parent != null ) {
   object.parent.remove( object );
 }

 object.parent = this;
 children.add( object );

 // add to scene
 Object3D scene = this;

 while ( scene.parent != null ) {
   scene = scene.parent;
 }

 if ( scene is Scene ) {
   scene.addObject( object );
 }

}

void applyMatrix(Matrix4 matrix) #

inherited from Object3D
void applyMatrix ( Matrix4 matrix ) {
 this.matrix = matrix * this.matrix;

 this.scale = getScaleFromMatrix( this.matrix );

 Matrix4 mat = extractRotation(new Matrix4.identity(), this.matrix );
 this.rotation = calcEulerFromRotationMatrix( mat, this.eulerOrder );

 this.position = this.matrix.getTranslation();
}

dynamic clone() #

inherited from Object3D
clone() {

 // TODO

}

Object3D getChildByName(String name, bool doRecurse) #

inherited from Object3D
Object3D getChildByName( String name, bool doRecurse ) {
 int c;
 int cl = children.length;
 Object3D child, recurseResult;

 children.forEach((child){

   if ( child.name == name ) {
     return child;
   }

   if ( doRecurse ) {
     recurseResult = child.getChildByName( name, doRecurse );

     if ( recurseResult != null ) {
       return recurseResult;
     }
   }
 });

 return null;
}

dynamic localToWorld(Vector3 vector) #

inherited from Object3D
localToWorld(Vector3 vector) => vector.applyProjection(matrixWorld);

void lookAt(Vector3 vector) #

inherited from Object3D
void lookAt( Vector3 vector ) {
 // TODO: Add hierarchy support.

 makeLookAt( matrix, vector, position, up );

 if ( rotationAutoUpdate ) {
   if(useQuaternion)
     quaternion.setFromRotationMatrix(matrix);
   else
     rotation = calcEulerFromRotationMatrix( matrix, eulerOrder );
 }
}

void remove(Object3D object) #

inherited from Object3D
void remove( Object3D object ) {

 int index = children.indexOf( object );

 if ( index != - 1 ){

   object.parent = null;
   children.removeAt(index);

   // remove from scene
   Object3D scene = this;

   while ( scene.parent != null ) {
     scene = scene.parent;
   }

   if (scene is Scene ) {
     scene.removeObject( object );
   }
 }
}

void translate(num distance, Vector3 axis) #

inherited from Object3D
void translate( num distance, Vector3 axis ) {
 matrix.rotate3( axis );
 axis.normalize();
 position.add( axis.scale( distance ) );
}

void translateX(num distance) #

inherited from Object3D
void translateX( num distance ) => translate( distance, _vector.setValues( 1.0, 0.0, 0.0 ) );

void translateY(num distance) #

inherited from Object3D
void translateY( num distance ) => translate( distance, _vector.setValues( 0.0, 1.0, 0.0 ) );

void translateZ(num distance) #

inherited from Object3D
void translateZ( num distance ) => translate( distance, _vector.setValues( 0.0, 0.0, 1.0 ) );

void updateMatrix() #

inherited from Object3D
void updateMatrix() {

 if ( useQuaternion ) {
   setRotationFromQuaternion( matrix, quaternion );
 } else {
   setRotationFromEuler( matrix, rotation, eulerOrder );
 }

 matrix.setTranslation( position );

 if ( scale.x != 1.0 || scale.y != 1.0 || scale.z != 1.0 ) {
   matrix.scale( scale );
   boundRadiusScale = Math.max( scale.x, Math.max( scale.y, scale.z ) );
 }

 matrixWorldNeedsUpdate = true;
}

dynamic updateMatrixWorld({bool force: false}) #

updateMatrixWorld( {bool force: false} ) {

 if (matrixAutoUpdate) {
   updateMatrix();
 }

 // update matrixWorld

 if ( matrixWorldNeedsUpdate || force ) {

   if ( parent != null ) {

     matrixWorld = parent.matrixWorld * matrix;

     decompose( matrixWorld, translationWorld, rotationWorld, scaleWorld );
     decompose( matrix, translationObject, rotationObject, scaleObject );

     compose( matrixWorld, translationWorld, rotationObject, scaleWorld );


   } else {

     matrixWorld.setFrom( matrix );

   }


   matrixWorldNeedsUpdate = false;

   force = true;

 }

 // update children
 var l = this.children.length;
 for ( var i = 0; i < l; i ++ ) {

   children[ i ].updateMatrixWorld( force );

 }

}

dynamic worldToLocal(Vector3 vector) #

inherited from Object3D
worldToLocal(Vector3 vector) {
 Matrix4 m = this.matrixWorld.clone();
 m.invert();
 m.transform3( vector );
}