Global

Members


AudioDistanceModel

AudioDistanceModel determines which algorithm to use to reduce the volume of the audio source as it moves away from the listener.

Author:
  • derschmale <http://www.derschmale.com>
See:

AudioPanningModel

AudioPanningModel determines which spatialisation algorithm to use to position the audio in 3D space.

Author:
  • derschmale <http://www.derschmale.com>
See:

capabilities

capabilities contains the device-specific properties and supported extensions.

Author:
  • derschmale <http://www.derschmale.com>

frameTime

The duration to update and render a frame.


material

The Material used to render the Mesh.


numMips

The amount of mip levels (if present).


onFrame

The Signal that triggers rendering. Listen to this to call Renderer#render


onGamepadConnected

Dispatched when a gamepad is connected.


onGamepadDisconnected

Dispatched when a gamepad is disconnected.


onPostFrame

The Signal that dispatched after a frame renders.


onPreFrame

The Signal that dispatched before a frame renders.

Methods


destroy()

This destroys Helix. Any resources created will become invalid.


enableVR()

Turns on a VR display


Foliage()

Foliage provides an LOD mechanism for largely instanced objects over a large area. Internally, the area is divided into hexagonal cells to make LOD distance calculations match more closely.

Properties:
Name Type Description
worldSize number

The world size for the entire foliage range.

numCells number

The amount of cells to divide the world into. Higher numbers increase the amount of draw calls as well as the amount of frustum tests, but can work better if it causes a better fit with the frustum size.

Author:
  • derschmale <http://www.derschmale.com>

getGamepad()

Returns the gamepad with a given index.

See:

getGamepads()

Returns the connected gamepads as Gamepad objects that can be enabled in an Input object. Entries in the array may be undefined or null, depending on whether it was disconnected or not. If a gamepad is plugged in, it's not necessarily available due to user agent security policies. You may have to interact with the pad. It will then become available through the onGamepadConnected signal.

See:

getVRDisplays()

Asynchronously retrieves the available VR displays and passes them into a callback function.


init(canvas [, options])

Initializes Helix and creates a WebGL context for a given canvas

Parameters:
Name Type Argument Description
canvas

The canvas to create the gl context from.

options <optional>

An optional InitOptions object.

Author:
  • derschmale <http://www.derschmale.com>

start()

Starts the Helix loop (happens automatically).


stop()

Stops the Helix loop.


VRCamera()

Properties:
Name Type Description
useRoomScale Boolean

If true, the view matrices will be transformed to match the VR room scale.

worldMatrixLeft Matrix4x4

The left eye's world matrix.

worldMatrixRight Matrix4x4

The right eye's world matrix.

See: