three.bas | THREE.JS Buffer Animation System | Graphics library
kandi X-RAY | three.bas Summary
kandi X-RAY | three.bas Summary
THREE Buffer Animation System is an extension for THREE.js. It simplifies the workflow of extending the built-in THREE.js materials to include animation logic in the vertex shader. For an overview of this approach, check out this tutorial series. The standard way of animating objects in THREE.js is to change the values of position, rotation and scale on the CPU and upload the results to the GPU as a transformation matrix. As the number of objects increases, the volume of data sent to the GPU each frame becomes a bottleneck. THREE.BAS works around this issue by storing additional information on the GPU when the geometry is created (using attributes). The animation state is then determined in the vertex shader based on a small number of uniform values. The two building blocks of this approach are THREE.BufferGeometry and THREE.ShaderMaterial. The geometry is used to store additional attributes. The material contains animation logic inside the shader. In stead of using ShaderMaterial directly, THREE.BAS provides subclasses that duplicate the behavior of THREE.js materials (MeshBasic, MeshPhong and MeshStandard) and an API to inject (animation) logic in specific locations. This way you can make full use of features such as lighting. While this approach is more cumbersome to work with, it provides a significant performance boost both on desktop and mobile. It has been used in award winning projects such as Cavalier Challenge and DS Signature Art. See examples, documentation and the wiki for more information. There is also a tutorial here that goes through the basics of vertex shaders, and the approach of BAS. Part 4 in particular focusses on using this extension.
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Top functions reviewed by kandi - BETA
- Creates a new instance of AnimationBufferGeometry .
- Creates a new ScrollBufferGeometry geometry .
- Constructs a particle system .
- Creates an AnimationSystem .
- create and setup the shadow light
- Initialize a new ShadowMesh geometry .
- Renders a tween view
- Constructs a new ThroCamera .
- Controller for dragging and dragging .
- Creates a THREE . Geometry for skinning
three.bas Key Features
three.bas Examples and Code Snippets
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Trending Discussions on three.bas
QUESTION
I have the following project below created using ThreeJS. You will notice the gold object creates a shadow behind it on a sphere where I'm only rendering the backside so we can see the objects inside. I'm using a point light in the very center of the eye model to create the shadow evenly in all directions. This is the reason the shadow is curved.
I need to know how to get the 3D coordinates (x,y,z) of each pixel of this shadow that was created. For reference here is the code that creates the shadow with a lot removed for simplicity.
...ANSWER
Answered 2022-Feb-01 at 02:31You can't extract the shadow into a new geometry because this is all calculated in the GPU shaders upon rendertime, so JavaScript doesn't really have access to the shadowMap positions. However, there is a solution.
Assuming your point light is at (0, 0, 0)
, and it's at the center of the sphere, you could iterate through the vertices of the gold object and project these positions onto the sphere:
QUESTION
ANSWER
Answered 2020-Jul-10 at 18:30Turns out the far setting of the camera caused the issue, it should be high enough
This solves the problem:
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:
QUESTION
This is my first time adding Three.js and I just want to include in a landing page of my website. I have a problem whenever I click on the area of the scene where my object is, the page moves down. What can I do to prevent this from happening? It looks like when I click on it, the page moves so the object is in the center. I tried to add overflow: hidden; in my css but that doesn't work. I am suspecting I have to change something in the javascript code.
...ANSWER
Answered 2020-May-06 at 01:25Looks like OrbitControls places a mousedown event listener on the canvas and calls the canvas into focus. You'll need to remove/override that event listener to prevent the focus behavior.
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