threex | Game Extensions for three.js

 by   jeromeetienne HTML Version: Current License: MIT

kandi X-RAY | threex Summary

kandi X-RAY | threex Summary

threex is a HTML library. threex has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

from cgtexture kindof site.
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              threex has a low active ecosystem.
              It has 323 star(s) with 56 fork(s). There are 21 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 28 open issues and 25 have been closed. On average issues are closed in 76 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of threex is current.

            kandi-Quality Quality

              threex has no bugs reported.

            kandi-Security Security

              threex has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              threex is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              threex releases are not available. You will need to build from source code and install.

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            threex Key Features

            No Key Features are available at this moment for threex.

            threex Examples and Code Snippets

            No Code Snippets are available at this moment for threex.

            Community Discussions

            QUESTION

            Difficulty incorporating pointer lock controls API in three.js using es6 classes that are not modules
            Asked 2021-Jun-04 at 00:51

            As the title states, I am using es6 classes, but because they are all not modules apart from the main.js file, it makes it difficult to use API's because I cannot make use of import modules.

            I used the code from this link's answer: How to add in Three.js PointerLockControl? and pasted the code into a js file, calling it up in my HTML, but I get an error stating:

            Uncaught ReferenceError: PointerLockControls is not defined

            It is not picking up the class when I reference it. I tried to link it to the GitHub raw code, and it didn't pick it up either.

            This is my index.html code (only one line referencing the GitHub raw code):

            ...

            ANSWER

            Answered 2021-May-26 at 18:31

            I changed all my es6 classes into es6 modules, and used import. I don't think there was a solution for this with cdn or raw git scripts.

            Source https://stackoverflow.com/questions/67694174

            QUESTION

            GLB animation in three.js is too fast
            Asked 2021-May-24 at 21:38

            I have uploaded a glb file with an animation, and the animation is moving extremely fast, and I do not know why.

            This is my character's animation code:

            ...

            ANSWER

            Answered 2021-May-24 at 21:38

            I think the issue is with your AnimationMixer.update() call. If you look at the docs, update is expecting a time-delta in seconds, but it looks like you're passing the total running time. This means it should receive the time passed since the last frame. You can fix this by using clock.getDelta(); as the argument:

            Source https://stackoverflow.com/questions/67678701

            QUESTION

            castShadow and recieveShadow is not rendering in the scene
            Asked 2020-Jun-09 at 11:22

            I am learning threejs by doing some games. I am able to render all models in the scene and added few lights to and it is perfect now, but when I try to cast and recieve shadows on the plane. The shadows of the objects in scene are not rendering.

            I dont understand where I am doing wrong.

            Below is the code

            Please have a look and help me resolving the issue.

            ...

            ANSWER

            Answered 2020-Jun-09 at 11:22

            I've tested your code offline and there are multiple issue and runtime errors:

            • AmbientLight does not cast shadows. Setting castShadow will produce a runtime error.
            • You have not configured the shadow frustum for your instance of DirectionalLight correctly. Try it with this code:

            Source https://stackoverflow.com/questions/62280231

            QUESTION

            How tro make clicks on mobile devices in ThreeJS?
            Asked 2020-Mar-11 at 11:02

            I use DomEvents library to make clicks on elements in scene.

            I create eleemets:

            ...

            ANSWER

            Answered 2017-Feb-15 at 16:43

            I use something like this:

            Source https://stackoverflow.com/questions/42250312

            QUESTION

            3d-force-graph and Three.js - Add geometric glow / atmospheric material / simple texture to individual nodes and node groups
            Asked 2020-Feb-11 at 16:52

            I am working on a 3D force-graph visualisation and I'm using the great library:

            https://github.com/vasturiano/3d-force-graph

            I would like to try to get some sort of glowing effect on the nodes of the force-graph and I was having a look at something like this to accomplish it, but it is proving a challenge:

            https://github.com/jeromeetienne/threex.geometricglow

            So far I only have the ability to add new shapes and texture them. I have also added text sprites that follow the nodes, so I suspect an approach that combines these two might be possible. See below the code.

            Adding a glow effect or texture to this base code would also be very helpful:

            https://github.com/vasturiano/3d-force-graph/blob/master/example/async-load/index.html

            ...

            ANSWER

            Answered 2020-Feb-11 at 16:52

            I've been interested in getting this to work as well.

            I used this threex example and seen that these two lines were necessary:

            Source https://stackoverflow.com/questions/60072100

            QUESTION

            ThreeJs different Text on each face of cube
            Asked 2019-Dec-17 at 15:10

            I'm working on Threejs to animate a cube with different text on each cube faces. I used DynamicTexture to place text on cube faces, but it places same text on each side of cube. I don't know how to place different text on each side. Is there any way to do is and place text on runtime by user inputs? Thanks.

            Main.js

            ...

            ANSWER

            Answered 2019-Dec-17 at 15:10

            You can use THREE.MeshFaceMaterial(materials) to accomplish this. All you need to do is pass an array containing the materials and specifying the map for each of the faces.

            Source https://stackoverflow.com/questions/59341900

            QUESTION

            I want to add a hotspot to certain parts of the obj extension model I have installed with three.js. how can I do it?
            Asked 2019-Oct-10 at 12:45

            I can add a click event to the model I loaded with Three.js, but I can't add a click event to a particular part of the model I've uploaded. For example, I can make a click event on the car model I have installed, but what I want to do is exactly this: when I click on the wheel of the car I want to write 'wheel' to the console. When I click on the glass I want to write 'glass'.

            How can I do it?

            ...

            ANSWER

            Answered 2019-Oct-10 at 12:45

            It's best to solve this issue during the design phase and ensure that your model does consist of multiple independent meshes grouped together to a more complex object. In this way, it will be much easier to select single components in three.js (and any other 3D engine).

            Source https://stackoverflow.com/questions/58322552

            QUESTION

            How To Load Or Play Video Playback when the Marker is Detected (HIRO)
            Asked 2019-Oct-08 at 09:23

            I am using A-Frame. I am trying to augment a Video (mp4) when the pattern or marker (HIRO) is hovered in front of my webcam, the video should be loaded or played on the marker. Now The issue with this code is when the page gets loaded the video gets played automatically without any marker or pattern (HIRO). The video is displayed on the marker.

            I just want to load the video whenever the pattern or marker is shown. Without patter, it should not load. Please help me with this Eg: Video playBack in AR https://www.youtube.com/watch?v=jkcvfygpKiM&vl=en Video Augmentation on Marker

            ...

            ANSWER

            Answered 2018-Jul-18 at 13:41

            Its playing when its loaded because of the autoplay attribute. Also you should throw the video to the assets.

            To play the video when the marker is visible , make sure you have the video inside a node like here.

            Source https://stackoverflow.com/questions/51363819

            QUESTION

            How can I efficiently convert the output of one KDB function into three table columns?
            Asked 2019-Oct-07 at 20:33

            I have a function that takes as input some of the values in a table and returns a tuple if you will - three separate return values, which I want to transpose into the output of a query. Here's a simplified example of what I want to achieve:

            ...

            ANSWER

            Answered 2019-Oct-07 at 16:12

            If you're just looking for the results themselves you can extract (exec) as lists, create dictionary and then flip the dictionary into a table:

            Source https://stackoverflow.com/questions/58273023

            QUESTION

            Orbit controls showing error Uncaught TypeError: Cannot read property 'ROTATE' of undefined
            Asked 2019-Aug-19 at 20:34

            The Code was working fine yesterday but suddenly started showing the error above in orbit control js file in line 82 as follows.

            Uncaught TypeError: Cannot read property 'ROTATE' of undefined at new THREE.OrbitControls (OrbitControls.js:82)

            this issue completely breaks the 3d scene. commenting out the code for controls made the 3d scene work. Can some one help me with this issue.

            ...

            ANSWER

            Answered 2019-Aug-19 at 20:34

            According to https://discourse.threejs.org/t/recent-change-to-orbitcontrols-breaks-some-projects/8780, the problem stems from version mismatch. Using https://threejs.org/build/three.js as your three.js include should fix the issue. The mismatch is from three.js - the original file - being updated, along with the example for orbit controls, however, your version of three.js may be an older one. Hope this helps!

            Source https://stackoverflow.com/questions/57285168

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install threex

            You can download it from GitHub.

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            gh repo clone jeromeetienne/threex

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