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Vue.js+Three.js实现第一个三维界面
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Trending Discussions on Three.js
QUESTION
I saw some solutions that accessed the THREE.BoxGeometry faces like that:
...ANSWER
Answered 2021-Jun-15 at 17:54Try it like so:
QUESTION
I'm using BufferGeometry to handle meshes with lots of vertices, faces and normals, which I supply via TypedArrays. During rendering, the Scene
and its Mesh
is constructed without any warnings or errors in the console. With BoxHelper I've constructed a Bounding Box around the mesh.
Now the strangest thing happens: Although the Bounding Box is perfectly correct, the faces/vertices are cut off somewhere in the middle.
To see what I mean, here is the comparison of two models rendered with a python script (left) and rendered with Three.js (right):
The code I've used for this task can be found here in this pastebin. Any help is highly appreciated.
...ANSWER
Answered 2021-Jun-15 at 12:48After some digging, I found my mistake. itemSize
of BufferAttribute
for the faces has to be 1.
So I've changed this line
QUESTION
I recently found out there is a very handy method in three-box for placing three.js objects on the map which is "projectToworld".
While trying to place my three.js objects using the method, I realized that the Vector3 the method returns are really huge and not on the map.
According to the documentation of threebox, it says
projectToWorld
tb.projectToWorld(lnglat) : THREE.Vector3
Calculate the corresponding THREE.Vector3 for a given lnglat. It's inverse method is tb.unprojectFromWorld.
So I decided to use this method to locate my animated object in three js canvas. But what the methods returns are really huge.
So as I expected, these values don't place the three objects on the map and all the objects disappeared because they presumably are placed at very distant locations.
How do I fix this issue?
I made a minimal code to demonstrate this issue as below.
...
- instantiating map
ANSWER
Answered 2021-Jun-12 at 22:39It's strange that no one could answer this question. So I finally figured out how to make it by myself.
The solution is in the following link.
The primary reason was that mapbox plots things not based on its vector configuration. It renders things through its matrix as follows.
var m = new THREE.Matrix4().fromArray(matrix); var l = new THREE.Matrix4().makeTranslation(modelTransform.translateX, modelTransform.translateY, modelTransform.translateZ) .scale(new THREE.Vector3(modelTransform.scale, -modelTransform.scale, modelTransform.scale))
QUESTION
i'm new at babel and browserify, I have a problem with transpile with browserify and babel, i've installed the threejs package and add
...ANSWER
Answered 2021-Jun-12 at 17:39Importing the examples from the js
folder would work
QUESTION
I have a question regarding texture3D. I am new to the 3D world. I was looking at volume rendering and came across this example https://github.com/mrdoob/three.js/blob/master/examples/webgl2_materials_texture3d.html
My question is about these three lines.
...ANSWER
Answered 2021-Jun-11 at 18:25When you create a box of width 1, the left is at -0.5, and the right is at +0.5. This translation was necessary to change its range from [-0.5, 0.5] => [0.0, 1.0]
. This way it's easier to sample the 3D texture with the position coordinates, since texture-sampling always requires coordinates between 0 - 1.
QUESTION
I am selecting vertices from a point cloud using angular and three.js. I have been trying to label a selected vertex with its x,y,z information. I have been using these resources in my attempt:
- three.js Vector3 to 2D screen coordinate with rotated scene
- https://threejsfundamentals.org/threejs/lessons/threejs-align-html-elements-to-3d.html
and I can't get either to work as described.
My code currently is:
...ANSWER
Answered 2021-Jun-11 at 13:38This is as close as I have managed to get it:
QUESTION
i am having trouble adding a dark-theme support to my react-native app.
theme-context.js
...ANSWER
Answered 2021-Jun-09 at 14:01You can define your styles as a function and then inject your theme into it.
QUESTION
I have two problems with three.js on my WordPress page.
First: I cannot import GLTFLoader. The error message says: "Uncaught TypeError: Failed to resolve module specifier "THREE/examples/jsm/loaders/GLTFLoader.js". Relative references must start with either "/", "./", or "../"." However while I put "/" it tries to import from my server and if I put "//" it's looking for https://three/examples/. Which is also not working.
Here You can see part of my code:
...ANSWER
Answered 2021-Jun-08 at 08:51import * as THREE from '//cdn.skypack.dev/three@0.129.0'; import {GLTFLoader} from 'THREE/examples/jsm/loaders/GLTFLoader.js'
It is not recommended to import modules from different locations. Do it like so for now:
QUESTION
I've downloaded the three.js from it's official site and I'm try to run very basic file, I'm getting weird error but when I replace the three.js file import with CDN it starts to work. Please help me in starting the file from local.
...ANSWER
Answered 2021-Jun-08 at 05:47file://
won't work because you're using module
which is ES6 standard.
See here:
Access to Script at ' from origin 'null' has been blocked by CORS policy
SolutionHost a local server and access this HTML with http://localhost URL.
I recommend use http-server
Simply install it with
QUESTION
I am loading a three.js gltf file onto my page, and would like to use a p5 sketch as a preload animation. It's a simple animation I made and so should serve decently while the heavy gltf loads. Currently I am using my loading manager to set a boolean trigger, but it simply does not get triggered by three js.
Here is some sample code that illustrates the interactions.
P5
...ANSWER
Answered 2021-May-05 at 20:13It looks like there are two issues. The first is that you call setBool()
once, immediately after the calls to main()
and playSketch()
. It is unlikely that the three.js LoadingManager
calls the onLoad
handler instantaneously so loadSketch
will still be false when setBool
runs. To fixed this you can either make the onLoad
handler directly call the .remove()
function, or if you don't want to tightly couple these things you could pass a callback function to your main
function. Another, more kludgy, solution would be to call setBool
repeatedly with setInterval
. Just don't try to use a while loop to wait for loadSketch
to be true, because that will cause the page to freeze (javascript being single threaded and all).
The second issue is the scope of your myp5
variable. It is declared inside the playSketch
function so it will not be accessible to the setBool
function.
Note: if you include a runnable snippet containing a minimal reproducible example in your question, then it would be easier to show you a fix in the answer.
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