How to use the Object3D function from three
Find comprehensive JavaScript three.Object3D code examples handpicked from public code repositorys.
GitHub: edankwan/The-Spirit
![edankwan profile picture](/edankwan.png?size=40)
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var TEXTURE_HEIGHT = settings.simulatorTextureHeight; var AMOUNT = TEXTURE_WIDTH * TEXTURE_HEIGHT; function init(renderer) { container = exports.container = new THREE.Object3D(); _tmpColor = new THREE.Color(); _color1 = new THREE.Color(settings.color1); _color2 = new THREE.Color(settings.color2);
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* @requires jQuery, THREE, TweenLite, random, noise, map */ function FlowField (points, options) { this.parameters = jQuery.extend(FlowField.defaultOptions, options); var group = new THREE.Object3D(); var curves = this.getCurves(points); var main = curves.main; var subs = curves.subs;
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if (this.parameters.points) { group.add(pointCloud); } // lines var lines = new THREE.Object3D(); var lineMaterial = new THREE.LineBasicMaterial({ color: this.parameters.linesColor, vertexColors: THREE.VertexColors
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var curCamZoom = 60; var curCamHeight = 70; var cameraReferenceOrientation = new THREE.Quaternion(); var cameraReferenceOrientationObj = new THREE.Object3D(); var poleDir = new THREE.Vector3(1,0,0); this.update = function() {
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const dist = direction.length(); const length = dist; const geometry = new Tube(start, end, thickness, thickness, length, radiusSegments, lengthSegments, openEnded); geometry.translate(0, length / 2, 0); const object = new THREE.Object3D(); object.position.copy(start); quatFromDir(direction.clone().normalize(), object.quaternion); if (matrix) object.applyMatrix(matrix); object.updateMatrix();
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GitHub: ASSERT-KTH/ci-hackathon
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spotLight.shadow.camera.near = 500; spotLight.shadow.camera.far = 4000; spotLight.shadow.camera.fov = 30; var targetObject = new THREE.Object3D(); targetObject.position.set( position[0], position[1] + 10, position[2] - 3)
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GitHub: VCityTeam/UD-Viz
![VCityTeam profile picture](/VCityTeam.png?size=40)
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*/ constructor(json) { super(); /** * tag to make difference between this and THREE.Object3D * * @type {boolean} */ this.isGameObject3D = true;
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var vrDisplay; var movementOnPress = 0.01; function Gamepad (hand) { THREE.Object3D.call(this); vrDisplay = State.get('vrDisplay'); this.gamepadVive;
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}; } createNeuron(swcJSON, color = undefined) { // neuron is object 3d which ensures all components move together const neuron = new THREE.Object3D(); let geometry; let material; // particle mode uses vertex info to place texture image, very fast if (this.mode === "particle") {
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* @author arodic / https://github.com/arodic */ const TransformControls = function ( camera, domElement ) { THREE.Object3D.call( this ); domElement = ( domElement !== undefined ) ? domElement : document; this.visible = false;
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}; }; TransformControls.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { constructor: TransformControls, isTransformControls: true
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} else if (objects.length > 1) { node = new THREE.Group(); } else if (objects.length === 1) { node = objects[0]; } else { node = new THREE.Object3D(); } if (node !== objects[0]) { for (var i = 0, il = objects.length; i < il; i++) {
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GitHub: audunsh/evince
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let m4_rot = new THREE.Matrix4(); let m4_trans = new THREE.Matrix4(); let m4_scale = new THREE.Matrix4(); let dummy = new THREE.Object3D(); let quaternion = new THREE.Quaternion();
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_markDefs() { const nodeDefs = this.json.nodes || []; const skinDefs = this.json.skins || []; const meshDefs = this.json.meshes || []; // Nothing in the node definition indicates whether it is a THREE.Bone or an // THREE.Object3D. Use the skins' joint references to mark bones. for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) { const joints = skinDefs[ skinIndex ].joints;
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} else if (objects.length === 1) { node = objects[0]; } else { node = new three.Object3D(); } if (node !== objects[0]) { for (let i = 0, il = objects.length; i < il; i++) { node.add(objects[i]);
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// edgeLengthRatio = edgeLengthRatio !== undefined ? edgeLengthRatio : 0.7 ; var pointMid = new THREE.Vector3().addVectors(pointX, edgeLengthRatio * direction); var orientation = new THREE.Matrix4(); orientation.lookAt(pointX, pointY, new THREE.Object3D().up); orientation.multiply(new THREE.Matrix4().set(1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1));
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this.curView = this.views.all; this.diagram = { form: { objects: { root: new THREE.Object3D(), vertices: new THREE.Object3D(), edges: new THREE.Object3D(), exEdges: new THREE.Object3D(),
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// VR INIT // Apply VR headset positional data to camera. orbitcontrols = new keycontrols.VRKeyControls(camera); // Store the position of the VR HMD in a dummy camera to allow for panning and junk fakeCamera = new three.Object3D(); vrControls = new three.VRControls(fakeCamera); // Apply VR stereo rendering to renderer. effect = new three.VREffect(renderer); effect.setSize(window.innerWidth, window.innerHeight);
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module.exports = PointerLockControls = function (camera) { let scope = this camera.rotation.set(0, 0, 0) let pitchObject = new THREE.Object3D() pitchObject.name = 'pitchObject' pitchObject.add(camera) let yawObject = new THREE.Object3D()
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GitHub: ASLS-org/studio
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* Prepare new moving head instance * * @private */ prepareInstance() { this._dummy = new THREE.Object3D(); this._headDummy = new THREE.Object3D(); this._yokeDummy = new THREE.Object3D(); this._beamDummy = new THREE.Object3D(); this._targetDummy = new THREE.Object3D();
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three.Vector3 is the most popular function in three (22341 examples)