THREE.MeshLine | Mesh replacement for THREE.Line | Graphics library

 by   spite JavaScript Version: v1.3.0 License: MIT

kandi X-RAY | THREE.MeshLine Summary

kandi X-RAY | THREE.MeshLine Summary

THREE.MeshLine is a JavaScript library typically used in User Interface, Graphics, Three.js, WebGL applications. THREE.MeshLine has no vulnerabilities, it has a Permissive License and it has medium support. However THREE.MeshLine has 5 bugs. You can install using 'npm i zkxg.three.meshline' or download it from GitHub, npm.

Mesh replacement for THREE.Line
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            kandi-support Support

              THREE.MeshLine has a medium active ecosystem.
              It has 1954 star(s) with 364 fork(s). There are 48 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 71 open issues and 51 have been closed. On average issues are closed in 245 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of THREE.MeshLine is v1.3.0

            kandi-Quality Quality

              THREE.MeshLine has 5 bugs (0 blocker, 0 critical, 5 major, 0 minor) and 0 code smells.

            kandi-Security Security

              THREE.MeshLine has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              THREE.MeshLine code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              THREE.MeshLine 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

              THREE.MeshLine releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.
              THREE.MeshLine saves you 174 person hours of effort in developing the same functionality from scratch.
              It has 430 lines of code, 0 functions and 20 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            THREE.MeshLine Key Features

            No Key Features are available at this moment for THREE.MeshLine.

            THREE.MeshLine Examples and Code Snippets

            No Code Snippets are available at this moment for THREE.MeshLine.

            Community Discussions

            QUESTION

            How to use THREE.MeshLine in my javascript project?
            Asked 2020-Sep-07 at 12:38

            When looking for a way to create a three.js line with a changed width I came across this article which suggests to use a THREE.MeshLine class from here. However, when trying to follow the documentation on how to use it in my script I got an error:

            ...

            ANSWER

            Answered 2020-Sep-07 at 12:38

            The Meshline repository you linked is not maintained any more and does not work with current three.js releases. Here is the maintained fork that I currently use: https://github.com/ryanking1809/threejs-meshline

            It should work if you replace the link in your question with:

            Source https://stackoverflow.com/questions/63655534

            QUESTION

            Three.js scene is distorted until the mouse is moved
            Asked 2020-May-08 at 08:55

            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 20:30

            I 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:

            Source https://stackoverflow.com/questions/61631538

            QUESTION

            How to increase line thickness in three.js edges geometry using shaders?
            Asked 2018-Feb-14 at 17:00

            I'm trying to replicate the effect shown in this Three.js example but instead of showing the wireframe and an opaque box, I'd like to show just the edges without any faces (like what is shown when using the THREE.EdgesGeometry.) I know that setting the linewidth property doesn't work and that using shaders is necessary but I'm not really sure where to begin. For reference, these are the shaders being used in the above Three.js example:

            Vertex Shader:

            ...

            ANSWER

            Answered 2018-Feb-14 at 17:00

            You want to modify this three.js example so the mesh is rendered as a thick wireframe.

            The solution is to modify the shader and discard fragments in the center portion of each face -- that is, discard fragments not close to an edge.

            You can do that like so:

            Source https://stackoverflow.com/questions/48773197

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

            Vulnerabilities

            No vulnerabilities reported

            Install THREE.MeshLine

            You can install using 'npm i zkxg.three.meshline' or download it from GitHub, npm.

            Support

            Chrome OSX, Windows, AndroidFirefox OSX, Windows, AnroidSafari OSX, iOSInternet Explorer 11 (SVG and Shape demo won't work because they use Promises)Opera OSX, Windows
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            CLONE
          • HTTPS

            https://github.com/spite/THREE.MeshLine.git

          • CLI

            gh repo clone spite/THREE.MeshLine

          • sshUrl

            git@github.com:spite/THREE.MeshLine.git

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