How to use the Clock function from three
Find comprehensive JavaScript three.Clock code examples handpicked from public code repositorys.
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this.convertThreeTypeModelToThree(this.get('clip'), 'clip'), rootObj ); rootObj.animations = (rootObj.animations || []); rootObj.animations.push(result); this.timer = new THREE.Clock(); return Promise.resolve(result); } play() {
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let renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true }); let scene = new THREE.Scene(); let camera = window.getViewMatrix ? new HolographicCamera() : new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000); let raycaster = new THREE.Raycaster(); let clock = new THREE.Clock(); let loader = new THREE.TextureLoader(); let material = new THREE.MeshStandardMaterial({ vertexColors: THREE.VertexColors, map: new THREE.DataTexture(new Uint8Array(3).fill(255), 1, 1, THREE.RGBFormat) }); let ambientLight = new THREE.AmbientLight(0xFFFFFF, 0.8);
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} this.copyPass = new THREE.ShaderPass(THREE.CopyShader); this.clock = new THREE.Clock(); }; Object.assign(THREE.EffectComposer.prototype, {
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GitHub: shaungt1/sketch-threejs
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antialias: true, canvas: canvas, }); const scene = new THREE.Scene(); const camera = new ForceCamera(35, window.innerWidth / window.innerHeight, 1, 10000); const clock = new THREE.Clock(); // // process for this sketch. //
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GitHub: ASSERT-KTH/ci-hackathon
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renderer.toneMappingExposure = Math.pow(0.7, 2.0); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; var clock = new THREE.Clock(); function animate() { requestAnimationFrame( animate );
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(function() { 'use strict' var camera, tick = 0, scene, renderer, clock = new THREE.Clock(true), controls; var backgroundScene; var backgroundCamera;
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GitHub: FabricLabs/verse
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const animationClip = new THREE.AnimationClip(null, 5, [track]); const animationAction = mesh.userData.mixer.clipAction(animationClip); animationAction.setLoop(THREE.LoopOnce); animationAction.play(); mesh.userData.clock = new THREE.Clock(); animations.push(mesh); }; function createFireballMesh (type = 1) {
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global.THREE = THREE; var width = window.innerWidth; var height = window.innerHeight; var clock = new THREE.Clock(true); var scene = new THREE.Scene(); var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(0xf0f0f0); renderer.setPixelRatio(window.devicePixelRatio);
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GitHub: msfeldstein/20-Portals
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var showOther = false document.body.addEventListener('keypress', () => { 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()
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let style let startedSimulation = false let isRendering = false let shouldShowFluidOutline = false let fountainWorld let clock = new THREE.Clock() const SVGLoader = require('three/examples/jsm/loaders/SVGLoader').SVGLoader const svgLoader = new SVGLoader()
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GitHub: juanuys/boids
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boidManager.boids.forEach(boid => { scene.add(boid.mesh) }) // CLOCK clock = new THREE.Clock(); var axesHelper = new THREE.AxesHelper(50); scene.add(axesHelper);
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GitHub: teerzo/btx-face
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leftVisible: true, rightVisible: true, toggleTextures: false, clock: new THREE.Clock(), conditions: { path: './data/conditions.json', downloading: null, loading: null,
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GitHub: cjgammon/webvr-template
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this.exitButton.addEventListener('click', () => this.exitVR()) window.addEventListener('resize', () => this.resize()); window.addEventListener('vrdisplaypresentchange', () => this.vrDisplayPresentChange()); this.clock = new THREE.Clock( true ); this.resize(); }
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GitHub: alan-wu/ZincJS
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let renderer = undefined; let currentScene = undefined; //myGezincGeometriestains a tuple of the threejs mesh, timeEnabled, morphColour flag, unique id and morph const clock = new THREE.Clock(false); this.playAnimation = true; /* default animation update rate, rate is 1000 and duration is default to 6000, 6s to finish a full animation */ let playRate = 1000;
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this.tilesAmountHorizontally = tilesAmountHorizontally; this.tilesAmountVertically = tilesAmountVertically; this.tilesTotalAmount = tilesTotalAmount; this.currentFrameDisplayTime = 0; this.currentFrame = 0; this.clock = new three_1.Clock(); this.end$ = new rxjs_1.Subject(); this.tilesTotalAmount -= 1; // indexing from 0 this.frameDisplayDuration = 1000 / framesPerSecond; this.texture.wrapS = three_1.RepeatWrapping;
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antialias: true, canvas: canvas, }); const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(); const clock = new THREE.Clock({ autoStart: false }); camera.far = 1000;
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var myScene = { camLevel: 0, scene: new THREE.Scene(), carousels: null, loaded: false, clock: new THREE.Clock(), // instantiates a clock to use for getting the time delta between frames to calculate animations bboxMat: new THREE.MeshLambertMaterial(), // Bbox material initialColor: new THREE.Color().setRGB( 0.0, 0.0, 0.0 ), hoverColor: new THREE.Color().setRGB( 0.2, 0.2, 0.2 ), clickColor: new THREE.Color().setRGB( 0.15, 0.15, 0.2 ),
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}); // console.log(this.startGeometry); // 创建烟花点球 this.startPoint = new Three.Points(this.startGeometry, this.startMaterial); // 开始计时 this.clock = new Three.Clock(); // 创建爆炸的烟花 this.fireworkGeometry = new Three.BufferGeometry(); this.FireworksCount = 180 + Math.floor(Math.random() * 180); var positionFireworksArray = new Float32Array(this.FireworksCount * 3);
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GitHub: sknop8/morewonderful
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import Audio from './audio' // import Sparkle from './postprocessing/sparkle' import Rainbow from './postprocessing/rainbow' import Window from './postprocessing/window' var clock = new THREE.Clock(false); var scene var camera var renderer
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GitHub: yugo333/newWeb
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// フェードインの処理がほしい // sound.play(); } } }); // クロックはラジアンと同じ効力をもたらす// let theta = clock.getElapsedTime(); loader.camera.position.x = 5 * Math.sin(theta); // const clock = new THREE.Clock(); // console.log(loader); var hasBoolPos = true; var mouseCount = 0;
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three.Vector3 is the most popular function in three (22341 examples)