Three.js | Vue.jsThree.js实现第一个三维界面 | HTTP Client library

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kandi X-RAY | Three.js Summary

kandi X-RAY | Three.js Summary

Three.js is a JavaScript library typically used in Utilities, HTTP Client, Vue, Three.js, Axios applications. Three.js has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Vue.js+Three.js实现第一个三维界面
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              Three.js has a low active ecosystem.
              It has 73 star(s) with 26 fork(s). There are 2 watchers for this library.
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              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Three.js is current.

            kandi-Quality Quality

              Three.js has no bugs reported.

            kandi-Security Security

              Three.js has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Three.js does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              Three.js releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            Three.js Key Features

            No Key Features are available at this moment for Three.js.

            Three.js Examples and Code Snippets

            No Code Snippets are available at this moment for Three.js.

            Community Discussions

            QUESTION

            Coloring faces of a Three.js BoxGeometry
            Asked 2021-Jun-15 at 17:54

            I saw some solutions that accessed the THREE.BoxGeometry faces like that:

            ...

            ANSWER

            Answered 2021-Jun-15 at 17:54

            QUESTION

            Three.js faces/vertices cut off but Bounding Box correct
            Asked 2021-Jun-15 at 12:48

            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 12:48

            After some digging, I found my mistake. itemSize of BufferAttribute for the faces has to be 1.

            So I've changed this line

            Source https://stackoverflow.com/questions/67902627

            QUESTION

            threebox "projectToWorld" returns values exceeding canvas, how do I fix this? (with sample code)
            Asked 2021-Jun-12 at 22:39

            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.

            1. instantiating map
            ...

            ANSWER

            Answered 2021-Jun-12 at 22:39

            It'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))

            Source https://stackoverflow.com/questions/67864751

            QUESTION

            can't transpile relative path of threejs with browserify and babel
            Asked 2021-Jun-12 at 17:39

            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 17:39

            Importing the examples from the js folder would work

            Source https://stackoverflow.com/questions/67950528

            QUESTION

            Volume redering using Texture3D requires geometry.translate
            Asked 2021-Jun-11 at 18:25

            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 18:25

            When 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.

            Source https://stackoverflow.com/questions/67932877

            QUESTION

            Cannot calculate 2D position from 3D co-ordinates
            Asked 2021-Jun-11 at 13:38

            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:

            1. three.js Vector3 to 2D screen coordinate with rotated scene
            2. 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 13:38

            This is as close as I have managed to get it:

            Source https://stackoverflow.com/questions/67924665

            QUESTION

            React-native dark theme in class based project
            Asked 2021-Jun-09 at 14:01

            i am having trouble adding a dark-theme support to my react-native app.

            theme-context.js

            ...

            ANSWER

            Answered 2021-Jun-09 at 14:01

            You can define your styles as a function and then inject your theme into it.

            Source https://stackoverflow.com/questions/67905490

            QUESTION

            THREE.js problems with importing GLTFLoaders
            Asked 2021-Jun-08 at 12:52

            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 08:51

            import * 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:

            Source https://stackoverflow.com/questions/67883095

            QUESTION

            Running basic three.js
            Asked 2021-Jun-08 at 05:47

            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 05:47
            Reason

            file:// 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

            Solution

            Host a local server and access this HTML with http://localhost URL.

            I recommend use http-server

            Simply install it with

            Source https://stackoverflow.com/questions/67881363

            QUESTION

            How to remove a p5.js instance when three.js assets load?
            Asked 2021-Jun-06 at 06:22

            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 20:13

            It 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.

            Source https://stackoverflow.com/questions/67406725

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

            Vulnerabilities

            No vulnerabilities reported

            Install Three.js

            For a detailed explanation on how things work, check out the guide and docs for vue-loader.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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