This will usually be provided by the Engine
.
Leave as zero unless you are extending this class.
The ContextManager that will be subscribed to for WebGL rendering context events.
The reference frame axis.
The reference frame meridian.
Attitude (spinor). This is an alias for the attitude property.
Attitude (spinor). This is an alias for the attitude property.
Position (vector). This is an alias for the position property.
Position (vector). This is an alias for the position property.
Attitude (spinor). This is an alias for the R property.
Attitude (spinor). This is an alias for the R property.
The current axis (unit vector) of the mesh.
The current axis (unit vector) of the mesh.
Provides access to the underlying WebGL context.
The length of the Arrow. This property determines the scaling of the Arrow in all directions.
The length of the Arrow. This property determines the scaling of the Arrow in all directions.
The current meridian (unit vector) of the mesh.
The current meridian (unit vector) of the mesh.
The name of the uniform mat4 variable in the vertex shader that receives the model matrix value.
The default name is uModel
.
The name of the uniform mat4 variable in the vertex shader that receives the model matrix value.
The default name is uModel
.
The name of the uniform mat3 variable in the vertex shader that receives the normal matrix value.
The default name is uNormal
.
The name of the uniform mat3 variable in the vertex shader that receives the normal matrix value.
The default name is uNormal
.
Position (vector). This is an alias for the X property.
Position (vector). This is an alias for the X property.
The vector that is represented by the Arrow.
magnitude(Arrow.vector) = Arrow.length direction(Arrow.vector) = Arrow.axis Arrow.vector = Arrow.length * Arrow.axis
The vector that is represented by the Arrow.
magnitude(Arrow.vector) = Arrow.length direction(Arrow.vector) = Arrow.axis Arrow.vector = Arrow.length * Arrow.axis
Notifies this instance that something is referencing it.
The new value of the reference count.
The name of the Facet.
Returns the name that was assigned by the call to the setLoggingName method.
An object is a zombie if it has been released by all who have held references. In some cases it may be possible to recycle a zombie.
Notifies this instance that something is dereferencing it.
The new value of the reference count.
A convenience method for performing all of the methods required for rendering. The following methods are called in order. use() bind() setAmbients(ambients) setUniforms() draw() unbind() In particle simulations it may be useful to call the underlying methods directly.
The name of the Facet.
The Facet.
This method is for use within constructors.
Immediately after a call to the super class constructor, make a call to setLoggingName. This will have the effect of refining the name used for reporting reference counts.
This method has the secondary purpose of enabling a tally of the number of classes in the constructor chain. This enables the runtime architecture to verify that destructor chains are consistent with constructor chains, which is a good practice for cleaning up resources.
Notice that this method is intentionally protected to discourage it from being called outside of the constructor.
This will usually be set to the name of the class.
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A Mesh in the form of an arrow that may be used to represent a vector quantity.