How to use the BoxBufferGeometry function from three

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

three.BoxBufferGeometry is a Three.js built-in class that generates a box-shaped buffer geometry.

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config.samples = config.samples || 512.0;
config.gradient_step = config.gradient_step || 0.005;
config.interpolation = typeof (config.interpolation) !== 'undefined' ? config.interpolation : true;

const randomMul = typeof (window.randomMul) !== 'undefined' ? window.randomMul : 255.0;
const geometry = new THREE.BoxBufferGeometry(1, 1, 1);
const modelMatrix = new THREE.Matrix4();
const translation = new THREE.Vector3();
const rotation = new THREE.Quaternion();
const scale = new THREE.Vector3();
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const sx = primitive.end.x - primitive.start.x
const sy = primitive.end.y - primitive.start.y
const sz = primitive.end.z - primitive.start.z

const boxGeometry = new THREE.BoxBufferGeometry(sx, sy, sz, sx, sy, sz)
boxGeometry.attributes.positionStart = boxGeometry.attributes.position.clone()

const gridGeometry = GridBoxGeometry(boxGeometry, false)
const grid = new THREE.LineSegments(gridGeometry, new THREE.LineBasicMaterial({ color }))
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+ 11 other calls in file

How does three.BoxBufferGeometry work?

three.BoxBufferGeometry is a class in the Three.js library that creates a buffer geometry representing a box (cuboid) in 3D space, with each face made up of two triangles, each of which consists of three vertices. It can be customized with various properties such as width, height, depth, and number of segments, among others. The resulting geometry can be used to create a mesh object that can be added to a Three.js scene.

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// Create THREE object based on initial data parameters
let { type, parms, x, y, z } = this.initialData;
switch (type) {
  case 'box':
    geometry = new THREE.BoxBufferGeometry( parms[0], parms[1], parms[2] );
    material = new THREE.MeshPhongMaterial( {color: someColors[color], shading: THREE.FlatShading} );
    shape = new CANNON.Box(new CANNON.Vec3(parms[0] / 2, parms[1] / 2, parms[2] / 2));
    break;
  case 'moon':
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    );
}

drawCube (penAttributes, dimensions, position, rotation) {
    this._addObjectFromGeometry(
        new three.BoxBufferGeometry(dimensions[0], dimensions[1], dimensions[2]),
        position,
        rotation,
        penAttributes.color4f
    );
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Ai Example

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// create a new box buffer geometry with width = 1, height = 1, depth = 1
const geometry = new THREE.BoxBufferGeometry(1, 1, 1);

// create a new mesh with the geometry and a basic material
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const mesh = new THREE.Mesh(geometry, material);

// add the mesh to the scene
scene.add(mesh);

This example creates a new BoxBufferGeometry object with a width, height, and depth of 1. It then creates a Mesh object with the geometry and a basic green material, and adds it to the scene. The BoxBufferGeometry represents a box-shaped geometry, defined by a set of vertices and faces. The Buffer prefix in the name indicates that this geometry is stored in a buffer for improved performance.

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  this.obj = this.createObj();
  this.obj.rotation.set(0, 0.3 * Math.PI, 0);
}
createObj() {
  const geometry = new THREE.InstancedBufferGeometry();
  const baseGeometry = new THREE.BoxBufferGeometry(40, 1, 10);
  geometry.copy(baseGeometry);

  const height = new THREE.InstancedBufferAttribute(new Float32Array(this.instances), 1);
  const offsetX = new THREE.InstancedBufferAttribute(new Float32Array(this.instances), 1);
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pointCloud.geometry.boundingBox = null;
const pointsContainer = new THREE.Object3D();
pointsContainer.add(pointCloud);
viewer.scene.add(pointsContainer);

/*     var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
    geometry.translate( 0, 0.5, 0 );
    var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
    for ( var i = 0; i < 500; i ++ ) {
        var mesh = new THREE.Mesh( geometry, material );
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OBJLoader(THREE);
const MTLLoader = require('three-mtl-loader');

const getObj6 = () => {
  const obj6 = new THREE.Mesh(
    new THREE.BoxBufferGeometry(10, 10, 10),
    new THREE.MeshBasicMaterial({
      color: 0xffff00,
      wireframe: false,
    }),
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this.renderer.domElement.className = 'space-droid__canvas';
this.renderer.domElement.style.opacity = 1;
element.appendChild(this.renderer.domElement);

// Sample box to fill our scene.
const geometry = new THREE.BoxBufferGeometry(10, 10, 10);
const material = new THREE.MeshLambertMaterial({ color: 0x00ffbb });
this.sampleMesh = new THREE.Mesh(geometry, material);
this.sampleMesh.position.set(0, 0, 0);
this.sampleMesh.rotation.set(0, 0, 0);
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  object.position.y = -0.03
  return object
}

const wallsFactory = ({ width, height, length }) => {
  let geometry = new THREE.BoxBufferGeometry(
    width,
    height,
    length
  )
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const legColor = 0x000000;

const legPosX = (width - legT)/2;
const legPosY = (length - legT)/2;

const topGeo = new THREE.BoxBufferGeometry(width, topT, length);
const topMat = new THREE.MeshStandardMaterial( { color: topColor } );
const top = new THREE.Mesh( topGeo, topMat );
top.position.set(0, height + topT/2, 0);
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this.intersectPoint = new THREE.Vector3();
this.intersectPoint2 = new THREE.Vector3();

var tempHand = new THREE.Mesh(
  new THREE.BoxBufferGeometry(0.1, 0.1, 0.1, 1, 1, 1),
  new THREE.MeshNormalMaterial()
);

this.h1 = tempHand;
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// reusable geometry

var arrowGeometry = new THREE.CylinderBufferGeometry( 0, 0.05, 0.2, 12, 1, false);

var scaleHandleGeometry = new THREE.BoxBufferGeometry( 0.125, 0.125, 0.125);

var lineGeometry = new THREE.BufferGeometry( );
lineGeometry.addAttribute('position', new THREE.Float32BufferAttribute( [ 0, 0, 0,	1, 0, 0 ], 3 ) );
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    this.camera.position.z = 2*Math.abs(this.box[2]);
    
}

let baseGeometry = new THREE.SphereBufferGeometry(.3);
//let baseGeometry = new THREE.BoxBufferGeometry(1.0,1.0,1.0);
let instancedGeometry = new THREE.InstancedBufferGeometry().copy(baseGeometry);
let instanceCount = this.state.length;
instancedGeometry.maxInstancedCount = instanceCount;
//let material = new THREE.ShaderMaterial();
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}

static prepareBoxHelperInstance() {

  let boxHelperGeometry = new THREE.BoxBufferGeometry(1, 1, 1);
  let boxHelperMaterial = new THREE.MeshBasicMaterial({
    side: THREE.BackSide,
    wireframe: true,
    color: 'rgb(30, 69, 185)',
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var height = 4.2;
var purine_width = 6.0;
var pyrimidine_width = 3.6;
var geometry;// = new THREE.BoxGeometry(1,1,1);
if (nuc == 'A')
    geometry = new THREE.BoxBufferGeometry(height, purine_width,     thickness);
else if (nuc == 'C')
    geometry = new THREE.BoxBufferGeometry(height, pyrimidine_width, thickness);
else if (nuc == 'G')
    geometry = new THREE.BoxBufferGeometry(height, purine_width,     thickness);
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/**
 * 创建指定材质立方体
 * @return {[type]} [description]
 */
const createCube = (material) => {
        let geometry = new THREE.BoxBufferGeometry( 5, 5, 5 );
        return new THREE.Mesh(geometry, material);
}

/**
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