How to use the Object3D function from three

Find comprehensive JavaScript three.Object3D code examples handpicked from public code repositorys.

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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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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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 */
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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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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 * 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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