How to use the BoundingBoxHelper function from three

Find comprehensive JavaScript three.BoundingBoxHelper code examples handpicked from public code repositorys.

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mesh: Trait.required,
speed: 20,
range: 100,

init: function(){
  //this.bbox = new THREE.BoundingBoxHelper(this.mesh, 0xff0000);
  this.mesh.position.set(this.position[0], this.position[1], this.position[2]);
},

updateHandler: function(dt){
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this.mesh.geometry.center();
this.mesh.geometry.computeBoundingBox();
this.mesh.position.set(this.position[0], this.position[1], this.position[2]);          

if(this.debug){
  this.bbox = new THREE.BoundingBoxHelper(this.mesh, 0xff0000);
  this.bbox.update();
}

//unsafe mutation of the classes position
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mesh.obj.rotateOnAxis(xAxis, 90 * Math.PI / 180);

calcSize(mesh)

// 模型位置调整(位置调整到模型中间点)
let boundingbox = new THREE.BoundingBoxHelper(mesh.obj, 0xff0000);
boundingbox.update();
mesh.obj.position.x = -boundingbox.geometry.attributes.position.array[3] - mesh.size.x / 2;
mesh.obj.position.y = -boundingbox.geometry.attributes.position.array[7] - mesh.size.y / 2;
mesh.obj.position.z = -boundingbox.geometry.attributes.position.array[14] - mesh.size.z / 2;
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        showOther = !showOther
})
var clock = new THREE.Clock()
scene1.updateMatrixWorld()
var portalBox = new THREE.Box3().setFromObject(scene1.portal)
var helper = new THREE.BoundingBoxHelper(scene1.portal)
helper.update()
// scene1.add(helper)

var inPrimaryWorld = true
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    THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );

};

THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;

THREE.BoundingBoxHelper.prototype.update = function () {

    this.box.setFromObject( this.object );
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}

// scene.add(svgGroup);

// Compute total width and height of grouped SVG objects and center
const helper = new THREE.BoundingBoxHelper(svgGroup, 0xff0000);
helper.update();
helper.geometry.computeBoundingBox();
const bbox = helper.geometry.boundingBox;
var wo = bbox.max.x - bbox.min.x;
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