How to use the Math function from three
Find comprehensive JavaScript three.Math code examples handpicked from public code repositorys.
35 36 37 38 39 40 41 42 43 44var CanvasRenderer = function ( parameters ) { console.log( 'CanvasRenderer', THREE.REVISION ); var smoothstep = THREE.Math.smoothstep; parameters = parameters || {}; var _this = this,
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GitHub: MozillaReality/puzzle-rain

57 58 59 60 61 62 63 64 65Dot.prototype = Object.create(THREE.Object3D.prototype); Dot.prototype.update = function (delta, time) { this.ring.quaternion.copy(this.camera.quaternion); if (!this.isPlaced) { var scaleVolume = THREE.Math.mapLinear(this.creature.track.averageAnalyser * Math.min(1, this.creature.track.getVolume()), 0, 100, 1.5, 3); this.ring.scale.set(scaleVolume, scaleVolume, scaleVolume); } };
136 137 138 139 140 141 142 143 144 145if(!camera.parent) camera.updateMatrixWorld(); camera.matrixWorld.decompose(_position, _quaternion, _scale); // Effective fov of the camera _fov = THREE.Math.radToDeg(2 * Math.atan(Math.tan(THREE.Math.degToRad(camera.fov) * 0.5) / camera.zoom)); _ndfl = camera.near / this.focalLength; _halfFocalHeight = Math.tan(THREE.Math.degToRad(_fov) * 0.5) * this.focalLength; _halfFocalWidth = _halfFocalHeight * 0.5 * camera.aspect;
GitHub: jamesarnall/storyboarder

62 63 64 65 66 67 68 69 70 71// round to nearest step value const steps = (value, step) => parseFloat((Math.round(value * (1 / step)) * step).toFixed(6)) const lensFactory = (min, max, step = 0.05) => R.lens( from => THREE.Math.mapLinear(from, min, max, 0, 1), to => { let value = mapLinear(to, 0, 1, min, max) value = steps(value, step) value = clamp(value, min, max)
14 15 16 17 18 19 20 21 22 23// this.params.tPerturb = null; this.params.mode = options.mode || 0; this.counter = 0; this.breakPoint = 0; this.breakPoint = THREE.Math.randInt(120, 240); if(options.perturbMap !== undefined) { this.params.tPerturb = options.perturbMap;
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96 97 98 99 100 101 102 103 104 105this.screenOrientation = orientation; this.autoAlign = true; } this.alpha = this.deviceOrientation.gamma ? THREE.Math.degToRad(this.deviceOrientation.alpha) : 0; // Z this.beta = this.deviceOrientation.beta ? THREE.Math.degToRad(this.deviceOrientation.beta) : 0; // X' this.gamma = this.deviceOrientation.gamma ? THREE.Math.degToRad(this.deviceOrientation.gamma) : 0; // Y''
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195 196 197 198 199 200 201 202 203} if ( this.heightSpeed ) { var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax ); var heightDelta = y - this.heightMin; this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef );
108 109 110 111 112 113 114 115 116 117if ( device ) { var alpha = device.alpha ? THREE.Math.degToRad( device.alpha ) + scope.alphaOffset : 0; // Z var beta = device.beta ? THREE.Math.degToRad( device.beta ) : 0; // X' var gamma = device.gamma ? THREE.Math.degToRad( device.gamma ) : 0; // Y'' var orient = scope.screenOrientation ? THREE.Math.degToRad( scope.screenOrientation ) : 0; // O
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2464 2465 2466 2467 2468 2469 2470 2471 2472 2473return; } if (cameraDef.type === "perspective") { camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg(params.yfov), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );
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98 99 100 101 102 103 104 105 106 107var textures = {}; // var json = { uuid: THREE.Math.generateUUID(), type: 'MeshLambertMaterial' }; for ( var name in m ) {
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GitHub: alimalkhalifa/VisualEQ

58 59 60 61 62 63 64 65 66 67fragment.scaleX, fragment.scaleX, fragment.scaleY, ], rot: [ THREE.Math.degToRad(fragment.rotX / (512/360)), THREE.Math.degToRad(fragment.rotY / (512/360)), THREE.Math.degToRad(fragment.rotZ / (512/360)) ] })
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GitHub: eic/root2cad
230 231 232 233 234 235 236 237 238 239* @returns {Boolean} Returns true if image size is POT. * */ function isPowerOfTwo( image ) { return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ); } /**
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385 386 387 388 389 390 391 392 393 394camera.projectionMatrix.makeFrustum( left, right, bottom, top, camera.near, camera.far); // Recalculate the fov as threejs is not doing it. camera.fov = THREE.Math.radToDeg( Math.atan((top * camera.zoom) / camera.near)) * 2.0; } } else {
GitHub: star8ks/sketch
60 61 62 63 64 65 66 67 68 69}); } setPressure(val) { let valid = val <= this.opt.pressureMax && val >= 0.0; this.pressure = THREE.Math.clamp(val, 0.0, this.opt.pressureMax); // console.log(this.pressure); return valid; } onDown(e) {
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GitHub: VeinKowal/veins
592 593 594 595 596 597 598 599 600 601camera.updateProjectionMatrix(); // setup camera placement cameraTransformOptions.range = 1000; } else if (camera.isPerspectiveCamera) { // setup range for camera placement var verticalFOV = THREE.Math.degToRad(camera.fov); if (dimensions.x / dimensions.y > camera.aspect) { var focal = view.domElement.clientHeight * 0.5 / Math.tan(verticalFOV * 0.5); var horizontalFOV = 2 * Math.atan(view.domElement.clientWidth * 0.5 / focal);
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732 733 734 735 736 737 738 739 740// For now just assume one model and get the preRotations from that var modelNode = modelNodes[ 0 ]; if ( 'GeometricRotation' in modelNode.properties ) { var array = modelNode.properties.GeometricRotation.value.map( THREE.Math.degToRad ); array[ 3 ] = 'ZYX'; preTransform.makeRotationFromEuler( new THREE.Euler().fromArray( array ) );
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2605 2606 2607 2608 2609 2610 2611 2612 2613 2614default: this.obj.x = data[ 0 ]; this.obj.y = data[ 1 ]; this.obj.z = data[ 2 ]; this.angle = THREE.Math.degToRad( data[ 3 ] ); break; } break;
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1256 1257 1258 1259 1260 1261 1262 1263 1264 1265this.update = function () { if (scope.enabled === false) return; var device = scope.deviceOrientation; if (device) { var alpha = device.alpha ? THREE.Math.degToRad(device.alpha) + scope.alphaOffset : 0; // Z var beta = device.beta ? THREE.Math.degToRad(device.beta) : 0; // X' var gamma = device.gamma ? THREE.Math.degToRad(device.gamma) : 0; // Y''
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1258 1259 1260 1261 1262 1263 1264 1265 1266 1267var device = scope.deviceOrientation; if (device) { var alpha = device.alpha ? THREE.Math.degToRad(device.alpha) + scope.alphaOffset : 0; // Z var beta = device.beta ? THREE.Math.degToRad(device.beta) : 0; // X' var gamma = device.gamma ? THREE.Math.degToRad(device.gamma) : 0; // Y'' var orient = scope.screenOrientation ? THREE.Math.degToRad(scope.screenOrientation) : 0; // O
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347 348 349 350 351 352 353 354 355 356var h = document.documentElement.clientHeight; // Display result inside a div element // console.log("Width: " + w + ", " + "Height: " + h); renderer.setSize(w, h); // camera.fov = Math.atan(window.innerHeight / 2 / camera.position.z) * 2 * THREE.Math.RAD2DEG; camera.aspect = w / h; camera.updateProjectionMatrix(); }
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three.Vector3 is the most popular function in three (22341 examples)





