How to use the PlaneBufferGeometry function from three
Find comprehensive JavaScript three.PlaneBufferGeometry code examples handpicked from public code repositorys.
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this.obj = this.createObj(); this.obj.visible = false; } createObj() { return new THREE.Mesh( new THREE.PlaneBufferGeometry(2, 2), new THREE.RawShaderMaterial({ uniforms: this.uniforms, vertexShader: require('./glsl/postEffect.vs').default, fragmentShader: require('./glsl/postEffectBright.fs').default,
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this.createObj(); } createObj() { // Define Geometry const geometry = new THREE.PlaneBufferGeometry(2, 2); // Define Material const material = new THREE.RawShaderMaterial({ uniforms: this.uniforms,
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GitHub: K3D-tools/K3D-jupyter
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Light Map support */ if (config.shadow !== 'off') { sceneRTT = new THREE.Scene(); quadRTT = new THREE.Mesh( new THREE.PlaneBufferGeometry(lightMapRenderTargetSize, lightMapRenderTargetSize), new THREE.ShaderMaterial({ uniforms: _.merge( uniforms, THREE.UniformsLib.lights,
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GitHub: edankwan/Constraint
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var _resolution; var _uTime; function init() { var geometry = new THREE.PlaneBufferGeometry( 2, 2); var material = new THREE.ShaderMaterial( { uniforms: { uAlpha : exports.alphaUniform = {type : 'f', value: 1 }, uTime : _uTime = {type : 'f', value: 0 },
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// scene: nothing fancy // just a full screen quad // TODO: maybe a triangle to avoid aliasing on the edge var _scene = new THREE.Scene(); var _plane = new THREE.PlaneBufferGeometry( 2.0, 2.0 ); var _quad = new THREE.Mesh( _plane, _simulationMaterial ); _scene.add(_quad);
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self._updateNobData(props, self.state) self._updateNobs() }) var intersectPlane = new THREE.Mesh( new THREE.PlaneBufferGeometry(10, 10, 8, 8), new THREE.MeshBasicMaterial({ color: 0x000000, opacity: 0.25, transparent: true
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blending: THREE.NoBlending, vertexShader: vertexShader, fragmentShader: precisionPrefix + glslify('./../glsl/quad.frag') }) planeGeometry = new THREE.PlaneBufferGeometry(2, 2) _quad = new THREE.Mesh(planeGeometry, copyMaterial) _quad.frustumCulled = false _scene.add(_quad) }
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const TransformControlsPlane = function () { THREE.Mesh.call( this, new THREE.PlaneBufferGeometry( 100000, 100000, 2, 2 ), new THREE.MeshBasicMaterial( { visible: false, wireframe: true, side: THREE.DoubleSide, transparent: true, opacity: 0.1 } ) ); this.type = 'TransformControlsPlane';
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* @return {Object} 3D object ready to render */ module.exports = { create(config, K3D) { return new Promise((resolve) => { const geometry = new THREE.PlaneBufferGeometry(1, 1); const modelMatrix = new THREE.Matrix4(); const colorMap = (config.color_map && config.color_map.data) || null; let opacityFunction = (config.opacity_function && config.opacity_function.data) || null; const colorRange = config.color_range;
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GitHub: amatelus/paintcoin
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const back0 = front0.clone(); back0.position.z = -THICKNESS / 4; back0.rotateY(Math.PI); scene.add(back0); const geometry = new THREE.PlaneBufferGeometry((RADIUS * 2) + (THICKNESS / 2), (RADIUS * 2) + (THICKNESS / 2), this.imageData.width, this.imageData.height); const material = new THREE.MeshBasicMaterial({
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render() { var base_render_promise = super.render(); window.last_image = this; this.image_plane = new THREE.PlaneBufferGeometry( 1.0, 1.0 ); this.image_material = new THREE.ShaderMaterial( { uniforms: { image: { type: 't', value: null }, // the domain of the image pixel data (for intensity only, for rgb this is ignored)
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GitHub: utunga/deeppbr.ai
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var material2 = new THREE.MeshPhongMaterial( {color: 0x444444, side: THREE.BackSide}); var sphere = new THREE.Mesh(geometry2, material2); //sphere.receiveShadow = true sphere.castShadow = true var geo = new THREE.PlaneBufferGeometry(2, 2, 1, 1); var mat = new THREE.MeshBasicMaterial({ color: 0x000000, side: THREE.DoubleSide }); var shadowPlane = new THREE.Mesh(geo, mat); shadowPlane.position.x = 4.0; shadowPlane.castShadow = true;
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GitHub: ASLS-org/studio
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const planeAxes = axes.substr(0, 2); const geometry = new THREE.PlaneBufferGeometry(2, 2, 1, 1); const material = new THREE.ShaderMaterial({ side: THREE.DoubleSide,
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GitHub: 4MOR3/three-background
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var texture = new THREE.CubeTextureLoader().setPath('nightSky/') .load(['1.jpg', '2.jpg', '3.jpg', '4.jpg', '5.jpg', '6.jpg']); this.scene.background = texture; }; BasicOceanFactory.prototype.genWater = function () { var waterGeometry = new THREE.PlaneBufferGeometry(100000, 100000); var water = new Water_js_1.Water(waterGeometry, { textureWidth: 512, textureHeight: 512, waterNormals: new THREE.TextureLoader().load('water.jpg', function (texture) {
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GitHub: onlymg/webgl-react
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const axes = new THREE.AxesHelper(10); this.scene.add(axes); // add a plane // const planeGeometry = new three.PlaneBufferGeometry(60, 60) // const planeMaterial = new three.MeshStandardMaterial({ color: 0xffffff }) // const plane = new three.Mesh(planeGeometry, planeMaterial) // plane.receiveShadow = true // plane.position.z = 0
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GitHub: Cherna/cherna.github.io
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renderer.setSize(winResWidth, winResHeight); camera.aspect = winResWidth / winResHeight; camera.updateProjectionMatrix(); }); var planeGeometry = new THREE.PlaneBufferGeometry( 50, 50, 100, 100 ); var planeMaterial = new THREE.MeshLambertMaterial({ color: '#aeaeae', side: THREE.DoubleSide });
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GitHub: Cherna/cherna.github.io
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renderer.setSize(winResWidth, winResHeight); camera.aspect = winResWidth / winResHeight; camera.updateProjectionMatrix(); }); var planeGeometry = new THREE.PlaneBufferGeometry(100, 100, 100, 100); var planeMaterial = new THREE.MeshStandardMaterial({ color: '#666', metalness: 0.5, roughness: 0.95,
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GitHub: takkasila/SmokeSim3D
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} }, vertexShader: require('./glsl/pass-vert.glsl'), fragmentShader: require('./glsl/render-frag.glsl') }) var myPlaneGeo = new THREE.PlaneBufferGeometry(2, 2); var myPlane = new THREE.Mesh(myPlaneGeo, myPlaneMaterial); myPlane.position.set(0, 0, 5); scene.add(myPlane);
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GitHub: Siroko/SpringGPU
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this.sceneRT = new THREE.Scene(); this.sceneBuffer = new THREE.Scene(); this.cameraOrto = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 1000 ); this.quad_geom = new THREE.PlaneBufferGeometry( 2, 2, 1, 1 ); this.quad = new THREE.Mesh( this.quad_geom, null ); this.sceneRT.add( this.quad ); };
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exports.mesh = undef; exports.init = init; function init() { var geometry = new THREE.PlaneBufferGeometry( 4500, 4500, 10, 10 ); var planeMaterial = new THREE.MeshStandardMaterial( { color: settings.bgColor, roughness: 0.4, metalness: 0.4,
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