How to use the Color function from three
Find comprehensive JavaScript three.Color code examples handpicked from public code repositorys.
three.Color is a class in the Three.js library that represents a color and its associated methods.
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initialize: function(args) { OccupancyGridView.__super__.initialize.apply(this, arguments); this.viewer = this.options.viewer; }, render: function() { this.three_color = new THREE.Color(this.model.get('color')); this.rgb_color = {r: this.three_color.r * 255, g: this.three_color.g * 255, b: this.three_color.b * 255};
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try { const tileId = Number.parseInt(this.groupColorTileInputElement.value); const batchIds = JSON.parse( '[' + this.groupColorBatchInputElement.value + ']' ); const color = new THREE.Color(this.groupColorColorInputElement.value); const opacity = Number.parseFloat( this.groupColorOpacityInputElement.value ); this.layerManager.tilesManagers[0].setStyle(
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How does three.Color work?
three.Color
is a class in the Three.js library that allows for the creation and manipulation of colors in 3D space. It provides a variety of methods for setting and getting the color values, as well as manipulating them based on various color models.
To create a new three.Color
object, you can call the constructor with three parameters: the red, green, and blue values, each ranging from 0 to 1. The class also provides several static properties for predefined colors, such as three.Color.RED
, three.Color.BLUE
, etc.
Once created, you can manipulate the color values using various methods, such as set()
, setHex()
, setHSL()
, lerp()
, and more. Additionally, there are methods for getting the color values in various formats, such as getHex()
, getHexString()
, getStyle()
, etc.
Overall, three.Color
provides a simple and powerful way to work with colors in Three.js, allowing for easy manipulation and conversion between various color models.
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bottom: 0, width: 0.5, height: 1.0 }, // background: new THREE.Color().setRGB( 0.5, 0.5, 0.7 ) background: new THREE.Color().setRGB( 0.9, 0.9, 0.9 ) // background: new THREE.Color().setRGB( 1, 1, 1 ) },
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GitHub: shrekshao/Polyhedron3D
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height: 1.0 }, // background: new THREE.Color().setRGB( 0.5, 0.5, 0.7 ) background: new THREE.Color().setRGB( 0.9, 0.9, 0.9 ) // background: new THREE.Color().setRGB( 1, 1, 1 ) }, { left: 0.5,
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Ai Example
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import * as THREE from "three"; const redColor = new THREE.Color("red"); const material = new THREE.MeshBasicMaterial({ color: redColor });
In this example, a new Color object is created with the value 'red' and assigned to the redColor variable. This color is then used to create a MeshBasicMaterial with a red color for a mesh in the scene.
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transparent: config.opacity !== 1.0, }); const radialSegments = config.radial_segments; const {width} = config; let verticesColors = (config.colors && config.colors.data) || []; const color = new THREE.Color(config.color); const colorRange = config.color_range; const colorMap = (config.color_map && config.color_map.data) || null; const attribute = (config.attribute && config.attribute.data) || []; const modelMatrix = new THREE.Matrix4();
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materialType = THREE.MeshStandardMaterial; var metallicRoughness = materialDef.pbrMetallicRoughness || {}; materialParams.color = new THREE.Color(1.0, 1.0, 1.0); materialParams.opacity = 1.0; if (Array.isArray(metallicRoughness.baseColorFactor)) { var array = metallicRoughness.baseColorFactor;
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GitHub: 52black/scratch-vm
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break; case 'ks': // Specular color (color when light is reflected from shiny surface) using RGB values params.specular = new THREE.Color().fromArray( value ); break; case 'map_kd':
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GitHub: alan-wu/ZincJS
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let morphColours = false; let morphVertices = false; this.isGlyphset = true; let _transformMatrix = new THREE.Matrix4(); const _bot_colour = new THREE.Color(); const _top_colour = new THREE.Color(); const _boundingBox1 = new THREE.Box3(); const _boundingBox2 = new THREE.Box3(); const _boundingBox3 = new THREE.Box3(); const _points = [];
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GitHub: alan-wu/ZincJS
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material.glslVersion = options.glslVersion; } } } else { material = new THREE.MeshBasicMaterial({ color : new THREE.Color(1, 1, 1), transparent : false, opacity : 1.0, map : this.impl, side : THREE.DoubleSide
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GitHub: alan-wu/ZincJS
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var Loader = require('../three/Loader').Loader; var LoaderUtils = THREE.LoaderUtils; var AnimationClip = THREE.AnimationClip; var Vector3 = THREE.Vector3; var Vector4 = THREE.Vector4; var Color = THREE.Color; var Vector2 = THREE.Vector2; var Face3 = require('../three/Geometry').Face3; var Geometry = require('../three/Geometry').Geometry; var FileLoader = THREE.FileLoader;
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this.lineWidth = check( parameters.lineWidth, 1 ); this.map = check( parameters.map, null ); this.useMap = check( parameters.useMap, 0 ); this.alphaMap = check( parameters.alphaMap, null ); this.useAlphaMap = check( parameters.useAlphaMap, 0 ); this.color = check( parameters.color, new THREE.Color( 0xffffff ) ); this.opacity = check( parameters.opacity, 1 ); this.resolution = check( parameters.resolution, new THREE.Vector2( 1, 1 ) ); this.sizeAttenuation = check( parameters.sizeAttenuation, 1 ); this.near = check( parameters.near, 1 );
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_clipBox = new THREE.Box2(), _clearBox = new THREE.Box2(), _elemBox = new THREE.Box2(), _ambientLight = new THREE.Color(), _directionalLights = new THREE.Color(), _pointLights = new THREE.Color(), _vector3 = new THREE.Vector3(), // Needed for PointLight
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this.id = 0; this.v1 = new RenderableVertex(); this.v2 = new RenderableVertex(); this.vertexColors = [ new THREE.Color(), new THREE.Color() ]; this.material = null; this.z = 0;
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GitHub: whos-evan/kazwire
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} this.colorOffset = Math.round(Math.random() * 100); // set color this.color = new THREE.Color(color === null ? Math.random() * 0xffffff : color); // set direction let speed = blockConfig.initSpeed + blockConfig.acceleration; speed = Math.min(speed, blockConfig.maxSpeed);
GitHub: K3D-tools/K3D-jupyter
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const unitVectors = { x: new THREE.Vector3(1.0, 0.0, 0.0), y: new THREE.Vector3(0.0, 1.0, 0.0), z: new THREE.Vector3(0.0, 0.0, 1.0), }; const gridColor = new THREE.Color(K3D.parameters.gridColor); const labelColor = new THREE.Color(K3D.parameters.labelColor); // axes Helper updateAxesHelper = !K3D.parameters.axesHelper || (K3D.parameters.axesHelper && !axesHelper.x);
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GitHub: VCityTeam/UD-Viz
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camera.fov = config.cameraFov; // Init renderer this.initRenderer( renderer, new THREE.Color( configToApply.sky.color.r, configToApply.sky.color.g, configToApply.sky.color.b )
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GitHub: gracexu94/FinalProject
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var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000 ); camera.position.set(5, 5, 5); camera.lookAt(new THREE.Vector3(0,0,0)); var scene = new THREE.Scene(); scene.background = new THREE.Color( 'whitesmoke' ); scene.add(new THREE.AmbientLight(0x333333)); var controls = new OrbitControls(camera, framework.renderer.domElement); controls.enableDamping = true;
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GitHub: audunsh/evince
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let mesh = new THREE.Mesh( geometry, material ); mesh.needsUpdate = true; //mesh.color = new THREE.Color(0.7,0.7,0.98); //mesh.color = new THREE.Color(70,70,98); this.scene.add(mesh);
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GitHub: audunsh/evince
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let material = new THREE.MeshPhysicalMaterial({ roughness: 0.7, transmission: 0.5, thickness: 1 }); material.color = new THREE.Color(0.7,0.7,0.98);
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for (let i = 0; i < this.pos.length; i++) { // aCurve.push(this.pos[i][0], this.pos[i][1], this.pos[i][2]); //aColor.push(.3 + .001*this.colors[i][0], .3+ .001*this.colors[i][1], .3+ .001*this.colors[i][2]); //aColor.push(this.colors[i][0], this.colors[i][1], this.colors[i][2]); //let mcolor = new THREE.Color(this.colors[i][0], this.colors[i][1], this.colors[i][2]); let baseGeometry = new THREE.SphereBufferGeometry(this.radius[i], 20, 10); let material = new THREE.MeshStandardMaterial( ); material.color = new THREE.Color(this.colors[i][0], this.colors[i][1], this.colors[i][2]); material.roughness = 0.2;
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three.Vector3 is the most popular function in three (22341 examples)