How to use the SphereBufferGeometry function from three
Find comprehensive JavaScript three.SphereBufferGeometry code examples handpicked from public code repositorys.
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// var directionalLight = new THREE.DirectionalLight( 0xffeedd ); // directionalLight.position.set( 0, 0, 1 ).normalize(); // scene.add( directionalLight ); // var sphereBufferGeometry = new THREE.SphereBufferGeometry( 5, 10, 10 ); // var material = new THREE.MeshBasicMaterial( {color: 0xffff00} ); // // var material = new THREE.MeshNormalMaterial( {shading: THREE.FlatShading} ); // var sphere = new THREE.Mesh( sphereBufferGeometry, material );
+ 2 other calls in file
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Graphics.makeArtPiece = async ({ core, tasks, scene, camera, web }) => { const id = Graphics.getID() web.notify('loading texture....') let glsl = v => v[0] let geo = new THREE.SphereBufferGeometry(150, 128, 128) let mat = new THREE.ShaderMaterial({ transparent: true, uniforms: { time: { value: 0 },
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// var dis = pos.length(); // pos.normalize(); // var vertexShapeGeometry = new THREE.SphereBufferGeometry(0.25, 8, 6); // var vertexMesh = new THREE.Mesh( vertexShapeGeometry ); // vertexMesh.translateOnAxis(pos, dis);
+ 3 other calls in file
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this._group.add(object); } drawSphere (penAttributes, radius, position) { this._addObjectFromGeometry( new three.SphereBufferGeometry(radius / 2), position, [0, 0, 0], penAttributes.color4f );
+ 3 other calls in file
GitHub: audunsh/evince
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//geometry.attributes.normal.needsUpdate = true; //geometry.attributes.color.needsUpdate = true; //let baseGeometry = new THREE.SphereBufferGeometry(1.0, 20, 10); //let material = new THREE.MeshStandardMaterial( ); //let material = new THREE.MeshStandardMaterial({ color: 0x2B2B2B }); //material.roughness = 0.2; //material.metalness = 0.2;
+ 2 other calls in file
GitHub: audunsh/evince
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let baseGeometry = new THREE.SphereBufferGeometry(1.0, 30, 20); let material = new THREE.MeshStandardMaterial( ); material.roughness = 0.2;
+ 2 other calls in file
GitHub: audunsh/evince
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// aCurve.push(this.pos[i][0], this.pos[i][1], this.pos[i][2]); //aColor.push(.3 + .001*this.colors[i][0], .3+ .001*this.colors[i][1], .3+ .001*this.colors[i][2]); //aColor.push(this.colors[i][0], this.colors[i][1], this.colors[i][2]); //let mcolor = new THREE.Color(this.colors[i][0], this.colors[i][1], this.colors[i][2]); let baseGeometry = new THREE.SphereBufferGeometry(this.radius[i], 30, 20); baseGeometry.attributes.position.needsUpdate = true; let material = new THREE.MeshStandardMaterial( ); material.color = new THREE.Color(this.colors[i][0], this.colors[i][1], this.colors[i][2]); material.roughness = 0.2;
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// aCurve.push(this.pos[i][0], this.pos[i][1], this.pos[i][2]); //aColor.push(.3 + .001*this.colors[i][0], .3+ .001*this.colors[i][1], .3+ .001*this.colors[i][2]); //aColor.push(this.colors[i][0], this.colors[i][1], this.colors[i][2]); //let mcolor = new THREE.Color(this.colors[i][0], this.colors[i][1], this.colors[i][2]); let baseGeometry = new THREE.SphereBufferGeometry(this.radius[i], 20, 10); let material = new THREE.MeshStandardMaterial( ); material.color = new THREE.Color(this.colors[i][0], this.colors[i][1], this.colors[i][2]); material.roughness = 0.2; material.metalness = 0.2;
+ 17 other calls in file
GitHub: audunsh/evince
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if(this.box.length>2){ this.camera.position.z = 2*Math.abs(this.box[2]); } let baseGeometry = new THREE.SphereBufferGeometry(.3); //let baseGeometry = new THREE.BoxBufferGeometry(1.0,1.0,1.0); let instancedGeometry = new THREE.InstancedBufferGeometry().copy(baseGeometry); let instanceCount = this.state.length; instancedGeometry.maxInstancedCount = instanceCount;
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let testObject = new THREE.Object3D() let testObjectOffset = new THREE.Vector3(x, y, z) testObject.position.add(testObjectOffset) let testSphere = (() => { let geometry = new THREE.SphereBufferGeometry(3) let material = new THREE.MeshBasicMaterial({ color: 0xffff00 }) let mesh_ = new THREE.Mesh(geometry, material) return mesh_ })()
+ 37 other calls in file
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} /** * @private */ Skybox.prototype.init = function () { var geometry = new THREE.SphereBufferGeometry(1e10, 32, 32); var fullTextureUrl = (0, util_1.getFullTextureUrl)(this.options.textureUrl, this.context.options.basePath); var texture = new THREE.TextureLoader().load(fullTextureUrl); var material = new THREE.MeshBasicMaterial({ map: texture,
+ 8 other calls in file
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Simulation.prototype.initPasses = function () { //const smaaEffect = new SMAAEffect(assets.get("smaa-search"), assets.get("smaa-area")); //smaaEffect.colorEdgesMaterial.setEdgeDetectionThreshold(0.065); var camera = this.camera.get3jsCamera(); /* const sunGeometry = new THREE.SphereBufferGeometry( rescaleNumber(0.004), 16, ); const sunMaterial = new THREE.MeshBasicMaterial({
+ 8 other calls in file
GitHub: ateriad/titar
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return this.changeProjection_(autoProjection); } return this.changeProjection_('NONE'); } else if (projection === '360') { this.movieGeometry = new THREE.SphereBufferGeometry(256, 32, 32); this.movieMaterial = new THREE.MeshBasicMaterial({ map: this.videoTexture, overdraw: true, side: THREE.BackSide
+ 20 other calls in file
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space.rotation.z = Math.PI * 0.58; scene.add(space); // Sun //const sunShaderGeometry = new THREE.SphereBufferGeometry(4.638, 64 / k, 64 / k); //const sunShaderMaterial = new THREE.ShaderMaterial({ fragmentShader: sunFragmentShader }); //sun = new THREE.Mesh(sunShaderGeometry, sunShaderMaterial); //scene.add(sun);
+ 2 other calls in file
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if (type[0] === 'C') geometry = new THREE.SphereBufferGeometry(scale*1.7, detail, detail); else if (type[0] === 'N') geometry = new THREE.SphereBufferGeometry(scale*1.55, detail, detail); else if (type[0] === 'O') geometry = new THREE.SphereBufferGeometry(scale*1.52, detail, detail); geometry.translate(pos[0], pos[1], pos[2]); var material = new THREE.MeshPhongMaterial({color: atomColors[type.toString()], shininess: 25}); var mesh = new THREE.Mesh(geometry, material); mesh.name = type;
+ 8 other calls in file
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return this.changeProjection_(autoProjection); } return this.changeProjection_('NONE'); } else if (projection === '360') { this.movieGeometry = new THREE.SphereBufferGeometry(256, this.options_.sphereDetail, this.options_.sphereDetail); this.movieMaterial = new THREE.MeshBasicMaterial({ map: this.videoTexture, overdraw: true, side: THREE.BackSide
+ 6 other calls in file
GitHub: zDawnING/MyLearnWebGL
![zDawnING profile picture](/zDawnING.png?size=40)
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return new THREE.Line( geometryPoints, new THREE.LineBasicMaterial( { color: 0xFF0000, linewidth: 3 } ) ); } export const createSphere = () => { let geometry = new THREE.SphereBufferGeometry( 4, 20, 20 ); let material = new THREE.MeshNormalMaterial(); return new THREE.Mesh(geometry, material); }
GitHub: zDawnING/MyLearnWebGL
![zDawnING profile picture](/zDawnING.png?size=40)
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/** * 创建指定材质球 * @return {[type]} [description] */ const createSphere = (material) => { let geometry = new THREE.SphereBufferGeometry( 5, 50, 50 ); return new THREE.Mesh(geometry, material); } /** * 创建指定材质立方体
three.Vector3 is the most popular function in three (22341 examples)