How to use the Vector2 function from three
Find comprehensive JavaScript three.Vector2 code examples handpicked from public code repositorys.
three.Vector2 is a class in the three.js library that represents a two-dimensional vector with an x and y component.
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const { dispose3 } = require('./dispose') function getMesh (primitive, camera) { if (primitive.type === 'line') { const color = primitive.color ? primitive.color : 0xff0000 const resolution = new THREE.Vector2(window.innerWidth / camera.zoom, window.innerHeight / camera.zoom) const material = new MeshLineMaterial({ color, resolution, sizeAttenuation: false, lineWidth: 8 }) const points = [] for (const p of primitive.points) {
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this.far = check( parameters.far, 1 ); this.dashArray = check( parameters.dashArray, [] ); this.useDash = ( this.dashArray !== [] ) ? 1 : 0; this.visibility = check( parameters.visibility, 1 ); this.alphaTest = check( parameters.alphaTest, 0 ); this.repeat = check( parameters.repeat, new THREE.Vector2( 1, 1 ) ); var material = new THREE.RawShaderMaterial( { uniforms:{ lineWidth: { type: 'f', value: this.lineWidth },
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How does three.Vector2 work?
three.Vector2 is a class provided by the three.js library that represents a two-dimensional vector with an x and y component. To create a three.Vector2 object, you can call the constructor and pass in two arguments representing the x and y components of the vector. For example: javascript Copy code {{{{{{{ const vector = new THREE.Vector2(3, 4); This code creates a new three.Vector2 object with an x component of 3 and a y component of 4. Once you have a three.Vector2 object, you can access its components using the x and y properties: javascript Copy code {{{{{{{ class="!whitespace-pre hljs language-javascript">console.log(vector.x); // prints 3 console.log(vector.y); // prints 4 You can also perform operations on three.Vector2 objects, such as adding or subtracting them. For example: javascript Copy code {{{{{{{ class="!whitespace-pre hljs language-javascript">const vector1 = new THREE.Vector2(1, 2); const vector2 = new THREE.Vector2(3, 4); const sum = vector1.add(vector2); console.log(sum.x); // prints 4 console.log(sum.y); // prints 6 In this code, we create two three.Vector2 objects, vector1 and vector2, and add them together using the add method. This returns a new three.Vector2 object representing the sum of the two vectors. three.Vector2 is one of many classes provided by the three.js library that make it easy to work with 2D and 3D graphics in JavaScript. It is particularly useful when you need to perform geometric operations on 2D vectors, such as in games or other interactive applications.
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opacity: { type: 'f', value: this.opacity }, resolution: { type: 'v2', value: this.resolution }, sizeAttenuation: { type: 'f', value: this.sizeAttenuation }, near: { type: 'f', value: this.near }, far: { type: 'f', value: this.far }, dashArray: { type: 'v2', value: new THREE.Vector2( this.dashArray[ 0 ], this.dashArray[ 1 ] ) }, useDash: { type: 'f', value: this.useDash }, visibility: {type: 'f', value: this.visibility}, alphaTest: {type: 'f', value: this.alphaTest}, repeat: { type: 'v2', value: this.repeat }
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this.x = 0; this.y = 0; this.z = 0; this.rotation = 0; this.scale = new THREE.Vector2(); this.material = null; };
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Ai Example
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// Create a new Vector2 object const vector = new THREE.Vector2(3, 4); // Access the x and y components console.log(vector.x); // prints 3 console.log(vector.y); // prints 4 // Add two Vector2 objects together const vector1 = new THREE.Vector2(1, 2); const vector2 = new THREE.Vector2(3, 4); const sum = vector1.add(vector2); console.log(sum.x); // prints 4 console.log(sum.y); // prints 6
In this example, we first create a new three.Vector2 object vector with an x component of 3 and a y component of 4. We then access the x and y components using the x and y properties, respectively. We then create two additional three.Vector2 objects, vector1 and vector2, and use the add method to add them together. This returns a new three.Vector2 object sum representing the sum of the two vectors. We then access the x and y components of sum using the x and y properties, respectively. This example demonstrates how you can use three.Vector2 to create and manipulate 2D vectors in a three.js application.
GitHub: K3D-tools/K3D-jupyter
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color: new THREE.Color(1.0, 1.0, 1.0), opacity: 0.75, sizeAttenuation: true, transparent: true, lineWidth: minorScale * 0.05, resolution: new THREE.Vector2(K3D.getWorld().width, K3D.getWorld().height), side: THREE.DoubleSide, }); iterableAxes.forEach((iterateAxis) => {
GitHub: K3D-tools/K3D-jupyter
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config.volume.shape[2], config.volume.shape[1], config.volume.shape[0], ), }, lightMapRenderTargetSize: {value: new THREE.Vector2(lightMapRenderTargetSize, lightMapRenderTargetSize)}, low: {value: colorRange[0]}, high: {value: colorRange[1]}, samples: {value: samples}, alpha_coef: {value: config.alpha_coef},
GitHub: tentone/geo-three
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class UnitsUtils { static datumsToSpherical(latitude, longitude) { const x = longitude * UnitsUtils.EARTH_ORIGIN / 180.0; let y = Math.log(Math.tan((90 + latitude) * Math.PI / 360.0)) / (Math.PI / 180.0); y = y * UnitsUtils.EARTH_ORIGIN / 180.0; return new three.Vector2(x, y); } static sphericalToDatums(x, y) { const longitude = x / UnitsUtils.EARTH_ORIGIN * 180.0; let latitude = y / UnitsUtils.EARTH_ORIGIN * 180.0;
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color: face.color }; var mpUV12, mpUV23, mpUV31; if (bHasUV) { if (mpUVPoolCount === mpUVPool.length) { mpUV12 = new THREE.Vector2(); mpUVPool.push(mpUV12); ++mpUVPoolCount; mpUV23 = new THREE.Vector2();
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GitHub: VCityTeam/UD-Viz
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// Add lights const { directionalLight } = this.addLights(scene); // Configure shadows based on a config files directionalLight.shadow.mapSize = new THREE.Vector2( configToApply.shadowMapSize, configToApply.shadowMapSize ); directionalLight.castShadow = true;
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GitHub: hobuinc/usgs-lidar
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this.textureHeight = 0; this.uniforms = { pointSize: {type: 'f', value: currentPointSize() }, xyzScale: { type: 'v3', value: new THREE.Vector3(1, 1, 1) }, zrange: { type: 'v2', value: new THREE.Vector2(0, 0) }, offsets: { type: 'v3', value: new THREE.Vector3(0, 0, 0) }, which: { type: 'v3', value: new THREE.Vector3(0, 0, 0) } };
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GitHub: alan-wu/ZincJS
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var LoaderUtils = THREE.LoaderUtils; var AnimationClip = THREE.AnimationClip; var Vector3 = THREE.Vector3; var Vector4 = THREE.Vector4; var Color = THREE.Color; var Vector2 = THREE.Vector2; var Face3 = require('../three/Geometry').Face3; var Geometry = require('../three/Geometry').Geometry; var FileLoader = THREE.FileLoader; var DefaultLoadingManager = THREE.DefaultLoadingManager;
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sphereTexture: { type: "t", value: sphereImg } }; const uvs = [ new THREE.Vector2(0.5, 0), new THREE.Vector2(0.5, 1), new THREE.Vector2(0.5, 1) ]; const coneGeom = new THREE.BufferGeometry(); let ix21 = 0;
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var panOffset = new THREE.Vector3(); var zoomChanged = false; var rotateStart = new THREE.Vector2(); var rotateEnd = new THREE.Vector2(); var rotateDelta = new THREE.Vector2(); var panStart = new THREE.Vector2(); var panEnd = new THREE.Vector2(); var panDelta = new THREE.Vector2();
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pending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) ); if ( extension.clearcoatNormalTexture.scale !== undefined ) { const scale = extension.clearcoatNormalTexture.scale; materialParams.clearcoatNormalScale = new THREE.Vector2( scale, scale ); } }
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let indexVertexUvs = 0; let indexNormals = 0; const vertex = new THREE.Vector3(); const color = new THREE.Color(); const normal = new THREE.Vector3(); const uv = new THREE.Vector2(); const face = []; function parseMesh( mesh ) {
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GitHub: audunsh/evince
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const renderPass = new RenderPass( this.scene, this.camera ); const composer = new EffectComposer( this.renderer ); composer.addPass( renderPass ); const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); bloomPass.threshold = 0.5; bloomPass.strength = 0.5; bloomPass.radius = 0.5; composer.addPass( bloomPass );
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"normalMap", materialDef.normalTexture ) ); materialParams.normalScale = new THREE.Vector2(1, 1); if (materialDef.normalTexture.scale !== undefined) { materialParams.normalScale.set( materialDef.normalTexture.scale,
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let position = pointerPositions[ event.pointerId ]; if ( position === undefined ) { position = new THREE.Vector2(); pointerPositions[ event.pointerId ] = position; }
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const spherical = new THREE.Spherical(); const sphericalDelta = new THREE.Spherical(); let scale = 1; const panOffset = new THREE.Vector3(); let zoomChanged = false; const rotateStart = new THREE.Vector2(); const rotateEnd = new THREE.Vector2(); const rotateDelta = new THREE.Vector2(); const panStart = new THREE.Vector2(); const panEnd = new THREE.Vector2();
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GitHub: audunsh/evince
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composer.addPass( renderPass ); let raycaster = new THREE.Raycaster(); let pointer = new THREE.Vector2(); const gui = new GUI(); let options = this.model.get('options');
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three.Vector3 is the most popular function in three (22341 examples)