How to use the Scene function from three
Find comprehensive JavaScript three.Scene code examples handpicked from public code repositorys.
three.Scene is a class in the Three.js library that represents a 3D scene and provides a container for all objects that need to be rendered.
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format: THREE.RGBAFormat, stencilBuffer: true, }); const camera2 = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); const scene2 = new THREE.Scene(); const quad2 = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), copyMaterial); quad2.frustumCulled = false; scene2.add(quad2);
GitHub: K3D-tools/K3D-jupyter
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this.headLight.position.set(0, 0, 1); this.fillLight.position.set(-0.25, -1, 1.0); this.backLight.position.set(-2.5, 0.4, -1); this.scene = new THREE.Scene(); this.gridScene = new THREE.Scene(); this.axesHelper.scene = new THREE.Scene(); this.K3DObjects = new THREE.Group();
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How does three.Scene work?
three.Scene
is a class in the Three.js library that represents a 3D scene in which 3D objects can be added and rendered, and it provides functionality for setting up and managing lights, cameras, and other scene-related elements. When creating a new Three.js project, the first step is often to create a Scene
instance, onto which all other objects and elements will be added.
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(
GitHub: JackGit/xplan
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container.appendChild(renderer.domElement) this.renderer = renderer } _createOutGlow () { this.blurScene = new THREE.Scene() this.glowGroup = Glow.createOuterGlow() this.blurScene.add(this.glowGroup) let blurRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height, {
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Ai Example
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import * as THREE from "three"; // create a scene const scene = new THREE.Scene(); // create a geometry const geometry = new THREE.BoxGeometry(1, 1, 1); // create a material const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 }); // create a mesh const cube = new THREE.Mesh(geometry, material); // add the mesh to the scene scene.add(cube);
This code creates a green cube and adds it to the scene, which can then be rendered with a three.Renderer.
GitHub: edankwan/hyper-mix
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// if ( !gl.getExtension( 'EXT_blend_minmax' )) { // alert( 'No EXT_blend_minmax support!' ); // // return; // } _scene = new THREE.Scene(); _camera = new THREE.Camera(); _camera.position.z = 1; _copyShader = new THREE.RawShaderMaterial({
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GitHub: wkentaro/morefusion
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require('three/examples/js/loaders/MTLLoader'); require('three/examples/js/controls/OrbitControls'); robotic_top_down = {}; var scene = new THREE.Scene(); scene.background = new THREE.Color(0xeeeeee); robotic_top_down.resetCamera = function() { camera.position.set(-0.1, 0, 1.4);
GitHub: kentywang/Agamari
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}; let { players, food } = store.getState(); // initialize THREE scene, camera, renderer scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 1, 2500);
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const {createCanvas} = require('../lib'); const width = 512, height = 512; const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000); const canvas = createCanvas(width, height);
GitHub: edankwan/touch-leap-motion
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for(var i = 0, len = hand.fingerBones.length; i < len; i++) { _data.push(hand.fingerBones[i].outputMatrix); } _fboScene = new THREE.Scene(); _fboCamera = new THREE.Camera(); _fboCamera.position.z = 1; _copyShader = new THREE.ShaderMaterial({
GitHub: maxogden/stl-obj-viewer
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var height = 500 camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000) camera.position.z = 500 scene = new THREE.Scene() scene.add(camera) material = new THREE.MeshLambertMaterial({color: 0xCCCCCC, wireframe: false})
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GitHub: cfry/dde
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sim.enable_rendering = false sim.renderFrozen = false; sim.renderSlowed = false; //for organization: https://discoverthreejs.com/book/first-steps/lights-color-action/ sim.container = sim_graphics_pane_id //a div that contains a canvas sim.scene = new THREE.Scene(); sim.scene.name = "scene" sim.scene.background = new THREE.Color( 0xBBBBBB ) // 0x000000black is the default createRenderer() createCamera()
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// scene.add( pointMesh ); // background scene backgroundScene = new THREE.Scene(); // var backgroundDirectionalLight = new THREE.DirectionalLight( 0xffffff ); // backgroundDirectionalLight.position.set( 0, 0, -1 ).normalize(); // backgroundScene.add( backgroundDirectionalLight );
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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 );
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const axesCamera = new THREE.PerspectiveCamera( 50, CANVAS_WIDTH / CANVAS_HEIGHT, 1, 1000 ); axesCamera.up = this.camera.up; // important! this.axesCamera = axesCamera; const axesScene = new THREE.Scene(); const axesPos = new THREE.Vector3( 0,0,0 ); axesScene.add( new THREE.ArrowHelper( new THREE.Vector3( 1,0,0 ), axesPos, 60, 0xFF0000, 20, 10 ) ); axesScene.add( new THREE.ArrowHelper( new THREE.Vector3( 0,1,0 ), axesPos, 60, 0x00FF00, 20, 10 ) ); axesScene.add( new THREE.ArrowHelper( new THREE.Vector3( 0,0,1 ), axesPos, 60, 0x0000FF, 20, 10 ) );
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depthWrite: true, depthPacking: THREE.RGBADepthPacking, side: THREE.FrontSide, blending: THREE.NoBlending }); this.depthScene = new THREE.Scene(); this.depthScene.overrideMaterial = this.depthMaterial; this.depthScene.needsUpdate = true; this.depthScene.autoUpdate = true; this.reusableVector = new THREE.Vector3();
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vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader }); this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); this.scene = new THREE.Scene(); this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), null); this.scene.add(this.quad); this.render = function(renderFunc, buffer) {
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// Append the canvas element created by the renderer to document body element. document.body.appendChild(renderer.domElement); // Create a three.js scene. scene = new three.Scene();4 //var bodyObject = new THREE.Object3D(); // Create a three.js camera.
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GitHub: scenevr/client
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Client.prototype.addEditor = function () { this.editor = new Editor(this); }; Client.prototype.createScene = function () { this.setScene(new THREE.Scene()); }; Client.prototype.setScene = function (scene) { this.scene = scene;
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const camera = new THREE.PerspectiveCamera(45, 1, 1, 1000); camera.position.z = 70; this.geometries = _.range(N).map(i => new THREE.BufferGeometry()); this.materials = _.range(N).map(i => this.getShaderMaterialInstance()); this.scenes = _.range(N).map(i => new THREE.Scene()); this.postProcess(camera); this.animate = this.animate.bind(this);
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GitHub: ykob/sketch-threejs
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antialias: false, canvas: canvas, }); const renderBack = new THREE.WebGLRenderTarget(document.body.clientWidth, window.innerHeight); const scene = new THREE.Scene(); const sceneBack = new THREE.Scene(); const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); const cameraBack = new THREE.PerspectiveCamera(45, document.body.clientWidth / window.innerHeight, 1, 10000); const clock = new THREE.Clock();
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three.Vector3 is the most popular function in three (22341 examples)