-
addCallback(type, callbackFn)
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Adds callback function that is executed at specific times
Parameters:
Name |
Type |
Description |
type |
string
|
Type of callback: 'exertForce' (only choice available now) |
callbackFn |
function
|
Callback function |
- Inherited From:
- Source:
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addDynamicObstacle(mesh, mass)
-
Adds a dynamic obstacle into the system
Parameters:
Name |
Type |
Description |
mesh |
THREE.Mesh
|
Mesh to use as a dynamic obstacle |
mass |
number
|
Mass of the dynamic obstacle |
- Inherited From:
- Source:
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addStaticObstacle(mesh)
-
Adds a static obstacle into the system
Parameters:
Name |
Type |
Description |
mesh |
THREE.Mesh
|
Mesh to use as a static obstacle |
- Inherited From:
- Source:
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disturb(position, amount, radius)
-
Disturbs the water, causing ripples on the water surface
Parameters:
Name |
Type |
Description |
position |
THREE.Vector3
|
World-space position to disturb at |
amount |
number
|
Amount of water to disturb |
radius |
number
|
Radius of disturb |
- Inherited From:
- Source:
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flood(volume)
-
Floods the scene by the given volume
Parameters:
Name |
Type |
Description |
volume |
number
|
Volume of water to flood the scene with, in cubic scene units |
- Source:
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getObstaclesDisplayTexture() → {THREE.WebGLRenderTarget}
-
Gets the obstacle texture
- Inherited From:
- Source:
Returns:
Obstacles texture
-
Type
-
THREE.WebGLRenderTarget
-
getPixelFloatData() → {Float32Array}
-
Returns the pixel float data for the water textures
NOTE: This is an expensive operation.
- Inherited From:
- Source:
Returns:
Float data of the water texture
-
Type
-
Float32Array
-
getShouldDisplayObstaclesTexture() → {boolean}
-
Gets whether the obstacles texture should be displayed
- Inherited From:
- Source:
Returns:
Whether the obstacles texture should be displayed
-
Type
-
boolean
-
getShouldDisplayWaterTexture() → {boolean}
-
Gets whether the water texture should be displayed
- Inherited From:
- Source:
Returns:
Whether the water texture should be displayed
-
Type
-
boolean
-
getWaterDisplayTexture() → {THREE.WebGLRenderTarget}
-
Gets the water texture that is used for displacement of mesh
- Inherited From:
- Source:
Returns:
Water texture that is used for displacement of mesh
-
Type
-
THREE.WebGLRenderTarget
-
removeObstacle(mesh)
-
Removes obstacle from the system
Parameters:
Name |
Type |
Description |
mesh |
THREE.Mesh
|
Mesh of the obstacle to remove |
- Inherited From:
- Source:
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reset()
-
Resets the simulation
- Inherited From:
- Source:
-
setShouldDisplayObstaclesTexture(value)
-
Sets whether the obstacles texture should be displayed
Parameters:
Name |
Type |
Description |
value |
boolean
|
Whether the obstacles texture should be displayed |
- Inherited From:
- Source:
-
setShouldDisplayWaterTexture(value)
-
Sets whether the water texture should be displayed
Parameters:
Name |
Type |
Description |
value |
boolean
|
Whether the water texture should be displayed |
- Inherited From:
- Source:
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source(position, amount, radius)
-
Sources water into the simulation and causes water level to rise.
This is different from
disturb
which is meant to only create small ripples on the water surface.
A negative amount will create a sink which removes water from the simulation and causes water level to fall.
Parameters:
Name |
Type |
Description |
position |
THREE.Vector3
|
World-space position to source at |
amount |
number
|
Amount of water to source. A negative amount removes water from the system. |
radius |
number
|
Radius of water to source |
- Source:
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update(dt)
-
Updates the water simulation
NOTE: This needs to be called every frame, after renderer.clear() and before renderer.render(...)
Parameters:
Name |
Type |
Description |
dt |
number
|
Elapsed time since previous frame |
- Inherited From:
- Source: