threex.keyboardstate | js extension to keep the current state | Keyboard library
kandi X-RAY | threex.keyboardstate Summary
kandi X-RAY | threex.keyboardstate Summary
threex.keyboardstate is a [threex game extension for three.js] which makes it easy to keep the current state of the keyboard. It is possible to query it at any time. No need of an event. This is particularly convenient in loop driven case, like in 3D demos or games. The syntax of the keys has been copied from [jquery keyboard plugin] to ease configuration. It can help you control the characters of your three.js games.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of threex.keyboardstate
threex.keyboardstate Key Features
threex.keyboardstate Examples and Code Snippets
Community Discussions
Trending Discussions on threex.keyboardstate
QUESTION
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 18:31I 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.
QUESTION
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 21:38I 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:
QUESTION
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 11:22I've tested your code offline and there are multiple issue and runtime errors:
AmbientLight
does not cast shadows. SettingcastShadow
will produce a runtime error.- You have not configured the shadow frustum for your instance of
DirectionalLight
correctly. Try it with this code:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install threex.keyboardstate
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page