three.path | threepath is a threejs extension which provides a 3D path geometry builder | Graphics library
kandi X-RAY | three.path Summary
kandi X-RAY | three.path Summary
three.path is a three.js extension which provides a 3D path geometry builder.
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QUESTION
Hello guys I am new to Three.js
I want to punch(cut) some shapes in the plain board by using THREE.ExtrudeGeometry.
Here is my code in snippet.
...ANSWER
Answered 2021-Oct-07 at 11:50You will need to trace a rectangle with rounded corners with the path. For a two points as ends of the line (x1, y1) and (x2, y2), it's possible to get the 8 vertices corresponding to the rectangle as a path:
QUESTION
My three.js scene is completely distorted until I move the mouse somewhere on the site. You can see the nature of the distortion on the image below:
When I move the mouse, the scene suddenly pops and everything is fine. It doesn't seem to matter where exactly the cursor is within the site, it doesn't have to be over the canvas where my scene is rendered. This is how the scene looks after moving the mouse:
The following three.js related dependencies are used:
- "three": "^0.108.0"
- "three-orbitcontrols": "^2.102.2"
- "three.meshline": "^1.2.0"
I tried updating three to the latest version (0.116.1), but that didn't solve the issue either. I managed to replicate this issue on Firefox and Edge, but not on Chrome.
Some extra context: we use OffscreenCanvas for better performance, the mouse positions are sent from the main thread to the web worker on mousemove event, we use that information to slightly move the camera and the background (with offsets). I temporarily removed to mousemove handler logic from the web worker code and the issue still popped up, so it's probably unrelated. We use tween.js to make the camera animations smooth.
Relevant code snippets:
Scene setup:
...ANSWER
Answered 2020-May-07 at 20:30I don't see where you're initiating target
and mouse
anywhere. My best guess is that target.x, target.y
or mouse.x, mouse.y
are undefined or 0, and it's probably causing a division by 0, or a calculation that returns NaN
, which is giving you that infinitely stretched texture. You should be able to fix this if you initiate those vectors:
QUESTION
I'm trying to cut two holes in a simple rectangle created by three.js. My problem is that the holes are not displayed correctly (no 3d-effect). This is my current approach:
...ANSWER
Answered 2020-Mar-17 at 17:44You have to reverse the order in which you define your outer rectangular shape:
QUESTION
I need to create a box having rounded corners on 4 sides but on top and bottom. Three.js has a very good example webgl_geometry_shapes and I'm trying to replicate it to add a hole to the green rounded box. In this example to add a hole to the circle:
...ANSWER
Answered 2020-Jan-20 at 19:08You have to drew the hole in the opposite winding order. Since the outer rectangle path is draw clockwise, the hole path has to be draw counter clockwise:
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