Versions in this module Expand all Collapse all v0 v0.0.2 Mar 4, 2025 v0.0.1 May 27, 2024 Changes in this version + const OnDescendant + type Callback func(string, interface{}) + type Dispatcher struct + func NewDispatcher() *Dispatcher + func (d *Dispatcher) Dispatch(evname string, ev interface{}) int + func (d *Dispatcher) Initialize() + func (d *Dispatcher) Subscribe(evname string, cb Callback) + func (d *Dispatcher) SubscribeID(evname string, id interface{}, cb Callback) + func (d *Dispatcher) UnsubscribeAllID(id interface{}) int + func (d *Dispatcher) UnsubscribeID(evname string, id interface{}) int + type IDispatcher interface + Dispatch func(evname string, ev interface{}) int + Subscribe func(evname string, cb Callback) + SubscribeID func(evname string, id interface{}, cb Callback) + UnsubscribeAllID func(id interface{}) int + UnsubscribeID func(evname string, id interface{}) int + type INode interface + BoundingBox func() math32.Box3 + Children func() []INode + Clone func() INode + Dispose func() + GetINode func() INode + GetNode func() *Node + IsAncestorOf func(INode) bool + LowestCommonAncestor func(INode) INode + Name func() string + Parent func() INode + Position func() math32.Vector3 + Render func(gs *gls.GLS) + Rotation func() math32.Vector3 + Scale func() math32.Vector3 + SetName func(string) + SetVisible func(state bool) + UpdateMatrixWorld func() + Visible func() bool + type Node struct + func NewNode() *Node + func (n *Node) Add(ichild INode) *Node + func (n *Node) AddAt(idx int, ichild INode) *Node + func (n *Node) BoundingBox() math32.Box3 + func (n *Node) Changed() bool + func (n *Node) ChildAt(idx int) INode + func (n *Node) ChildIndex(ichild INode) int + func (n *Node) Children() []INode + func (n *Node) Clone() INode + func (n *Node) Direction() math32.Vector3 + func (n *Node) Dispose() + func (n *Node) DisposeChildren(recurs bool) + func (n *Node) FindLoaderID(id string) INode + func (n *Node) FindPath(path string) INode + func (n *Node) GetINode() INode + func (n *Node) GetNode() *Node + func (n *Node) Init(inode INode) + func (n *Node) IsAncestorOf(desc INode) bool + func (n *Node) LoaderID() string + func (n *Node) LookAt(target, up *math32.Vector3) + func (n *Node) LowestCommonAncestor(other INode) INode + func (n *Node) Matrix() math32.Matrix4 + func (n *Node) MatrixWorld() math32.Matrix4 + func (n *Node) Name() string + func (n *Node) Parent() INode + func (n *Node) Position() math32.Vector3 + func (n *Node) Quaternion() math32.Quaternion + func (n *Node) QuaternionMult(q *math32.Quaternion) + func (n *Node) Remove(ichild INode) bool + func (n *Node) RemoveAll(recurs bool) + func (n *Node) RemoveAt(idx int) INode + func (n *Node) Render(gs *gls.GLS) + func (n *Node) RotateOnAxis(axis *math32.Vector3, angle float32) + func (n *Node) RotateX(x float32) + func (n *Node) RotateY(y float32) + func (n *Node) RotateZ(z float32) + func (n *Node) Rotation() math32.Vector3 + func (n *Node) Scale() math32.Vector3 + func (n *Node) SetChanged(changed bool) + func (n *Node) SetDirection(x, y, z float32) + func (n *Node) SetDirectionVec(vdir *math32.Vector3) + func (n *Node) SetLoaderID(id string) + func (n *Node) SetMatrix(m *math32.Matrix4) + func (n *Node) SetName(name string) + func (n *Node) SetPosition(x, y, z float32) + func (n *Node) SetPositionVec(vpos *math32.Vector3) + func (n *Node) SetPositionX(x float32) + func (n *Node) SetPositionY(y float32) + func (n *Node) SetPositionZ(z float32) + func (n *Node) SetQuaternion(x, y, z, w float32) + func (n *Node) SetQuaternionQuat(q *math32.Quaternion) + func (n *Node) SetQuaternionVec(q *math32.Vector4) + func (n *Node) SetRotation(x, y, z float32) + func (n *Node) SetRotationQuat(quat *math32.Quaternion) + func (n *Node) SetRotationVec(vrot *math32.Vector3) + func (n *Node) SetRotationX(x float32) + func (n *Node) SetRotationY(y float32) + func (n *Node) SetRotationZ(z float32) + func (n *Node) SetScale(x, y, z float32) + func (n *Node) SetScaleVec(scale *math32.Vector3) + func (n *Node) SetScaleX(sx float32) + func (n *Node) SetScaleY(sy float32) + func (n *Node) SetScaleZ(sz float32) + func (n *Node) SetUserData(data interface{}) + func (n *Node) SetVisible(state bool) + func (n *Node) TranslateOnAxis(axis *math32.Vector3, dist float32) + func (n *Node) TranslateX(dist float32) + func (n *Node) TranslateY(dist float32) + func (n *Node) TranslateZ(dist float32) + func (n *Node) UpdateMatrix() bool + func (n *Node) UpdateMatrixWorld() + func (n *Node) UserData() interface{} + func (n *Node) Visible() bool + func (n *Node) WorldDirection(result *math32.Vector3) + func (n *Node) WorldPosition(result *math32.Vector3) + func (n *Node) WorldQuaternion(result *math32.Quaternion) + func (n *Node) WorldRotation(result *math32.Vector3) + func (n *Node) WorldScale(result *math32.Vector3) + type RenderInfo struct + ProjMatrix math32.Matrix4 + ViewMatrix math32.Matrix4 + type TimerCallback func(interface{}) + type TimerManager struct + func NewTimerManager() *TimerManager + func (tm *TimerManager) ClearTimeout(id int) bool + func (tm *TimerManager) Initialize() + func (tm *TimerManager) ProcessTimers() + func (tm *TimerManager) SetInterval(td time.Duration, arg interface{}, cb TimerCallback) int + func (tm *TimerManager) SetTimeout(td time.Duration, arg interface{}, cb TimerCallback) int