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WEBGL // p5 WEBGL rendering mode. | |
createCanvas(w, h, renderer) // Creates a 3D canvas (if renderer is WEBGL). | |
// Primitives | |
plane(width, height) // Creates a plane in 3D space. Equivalent to rect() in the default rendering mode. | |
plane(width, height, detailX, detailY) // Creates a plane in 3D space with the number of triangle subdivisions specified. | |
box(width) // Creates a cube in 3D space. | |
box(width, height, depth) // Creates a cuboid in 3D space. | |
box(width, height, depth, detailX, detailY) // Creates a cuboid in 3D space with triangle subdivisions. | |
sphere(radius) // Creates a sphere in 3D space. | |
sphere(radius, detailX, detailY) // Creates a sphere in 3D space with the number of triangle subdivisions specified. | |
cylinder(radius, height) // Creates a cylinder in 3D space. | |
cylinder(radius, height, detailX, detailY) // Creates a cylinder in 3D space with the number of segments specified. | |
cone(radius, height) // Creates a cone in 3D space. | |
cone(radius, height, detailX, detailY) // Creates a cone in 3D space with the number of segments specified. | |
ellipsoid(radiusx, radiusy, radiusz) // Creates an ellipsoid in 3D space. | |
ellipsoid(radiusx, radiusy, radiusz, detailX, detailY) // Creates an ellipsoid in 3D space with the number of triangle subdivisions specified. | |
torus(radius, tubeRadius) // Creates a torus in 3D space. | |
torus(radius, tubeRadius, detailX, detailY) // Creates a torus in 3D space with the number of triangle subdivisions specified. | |
// Models | |
loadModel(path) // Loads a model. | |
loadModel(path, successCallback) // Loads a model. | |
loadModel(path, successCallback, failureCallback) // Loads a model. | |
model(model) // Draws a model | |
// Transformations | |
translate(x, y, z) // Moves the origin by x,y,z. | |
rotateX(rad) // Rotates the view along the x-axis. | |
rotateY(rad) // Rotates the view along the y-axis. | |
rotateZ(rad) // Rotates the view along the z-axis. | |
rotate(angle, axis) // Rotates the view along the axis specified. | |
// Camera | |
camera(x, y, z, centerX, centerY, centerZ, upX, upY, upZ) // Moves the camera to the points specified. | |
perspective(fov, aspect, near, far) // Changes the perspective to the numbers specified. | |
ortho() // Changes the perspective to an ortho perspective with the numbers specified. | |
ortho(left, right, bottom, top, near, far) // Changes the perspective to an ortho perspective with the numbers specified. | |
// Lights | |
ambientLight(v1, v2, v3) // Adds an ambient light (RGB or HSB color). | |
ambientLight(v1, v2, v3, alpha) // Adds an ambient light (RGB or HSB color). | |
ambientLight(value) // Adds an ambient light (color string). | |
ambientLight(value, alpha) // Adds an ambient light (color string). | |
ambientLight(values) // Adds an ambient light (color array). | |
ambientLight(color) // Adds an ambient light (color object). | |
directionalLight(v1, v2, v3, x, y, z) // Adds a directional light (RGB or HSB color). | |
directionalLight(v1, v2, v3, direction) // Adds a directional light (RGB or HSB color). | |
directionalLight(color, x, y, z) // Adds a directional light (color object). | |
directionalLight(color, direction) // Adds a directional light (color object). | |
pointLight(v1, v2, v3, position) // Adds a point light (RGB or HSB color). | |
pointLight(v1, v2, v3, x, y, z) // Adds a point light (RGB or HSB color). | |
pointLight(color, x, y, z) // Adds a point light (color object). | |
pointLight(color, position) // Adds a point light (color object). | |
// Material | |
loadShader(vertFilename, fragFilename) // Loads a shader. | |
shader(s) // Applys a shader. | |
normalMaterial() // Maps normal vectors to RGB colors. | |
texture(tex) // Textures shapes in 3D shapes with the specified image. | |
ambientMaterial(v1) // Adds an ambient material (grayscale). | |
ambientMaterial(v1, v2, v3) // Adds an ambient material (RGB or HSB color). | |
ambientMaterial(v1, v2, v3, a) // Adds an ambient material (RGB or HSB color). | |
ambientMaterial(color) // Adds an ambient material (color object). | |
specularMaterial(v1) // Adds a specular material (grayscale). | |
specularMaterial(v1, v2, v3) // Adds an specular material (RGB or HSB color). | |
specularMaterial(v1, v2, v3, a) // Adds an specular material (RGB or HSB color). | |
specularMaterial(color) // Adds an specular material (color object). | |
helpful!!!!!!!!!!!!!! thank you X 100000
thanks
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Really useful. Thank you.