three#BoxBufferGeometry JavaScript Examples

The following examples show how to use three#BoxBufferGeometry. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: Sky.js    From canvas with Apache License 2.0 6 votes vote down vote up
Sky = function () {

	var shader = Sky.SkyShader;

	var material = new ShaderMaterial( {
		fragmentShader: shader.fragmentShader,
		vertexShader: shader.vertexShader,
		uniforms: UniformsUtils.clone( shader.uniforms ),
		side: BackSide,
		depthWrite: false
	} );

	Mesh.call( this, new BoxBufferGeometry( 1, 1, 1 ), material );

}
Example #2
Source File: CubeTexturePass.js    From threejs-tutorial with MIT License 6 votes vote down vote up
CubeTexturePass = function (camera, envMap, opacity) {
    Pass.call(this);

    this.camera = camera;

    this.needsSwap = false;

    this.cubeShader = ShaderLib["cube"];
    this.cubeMesh = new Mesh(
        new BoxBufferGeometry(10, 10, 10),
        new ShaderMaterial({
            uniforms: this.cubeShader.uniforms,
            vertexShader: this.cubeShader.vertexShader,
            fragmentShader: this.cubeShader.fragmentShader,
            depthTest: false,
            depthWrite: false,
            side: BackSide,
        })
    );

    Object.defineProperty(this.cubeMesh.material, "envMap", {
        get: function () {
            return this.uniforms.envMap.value;
        },
    });

    this.envMap = envMap;
    this.opacity = opacity !== undefined ? opacity : 1.0;

    this.cubeScene = new Scene();
    this.cubeCamera = new PerspectiveCamera();
    this.cubeScene.add(this.cubeMesh);
}
Example #3
Source File: BlockBreak.js    From webmc with MIT License 6 votes vote down vote up
constructor (game) {
    this.game = game
    this.texture = this.game.al.get('blocksAtlasSnap')
    this.texture.magFilter = NearestFilter
    this.cursor = new Mesh(
      new BoxBufferGeometry(1.001, 1.001, 1.001),
      new MeshBasicMaterial({
        map: this.texture,
        transparent: true
      })
    )
    this.lastPos = []
    this.cursorOut = new LineSegments(
      new EdgesGeometry(this.cursor.geometry),
      new LineBasicMaterial({
        color: 0x000000
      })
    )
    this.game.scene.add(this.cursor, this.cursorOut)
    this.uv = {}
    this.isDigging = false
    this.done = true
    this.setState(0)
  }
Example #4
Source File: Handy.js    From handy.js with MIT License 4 votes vote down vote up
////////////////
   //            //
  //   Protos   //
 //            //
////////////////


//  Let’s define all the methods we want to
//  glob on to any object that we “make handy”.
//  We’ll store them in Handy’s ‘protos’ object.
//  https://en.wikipedia.org/wiki/Prototype-based_programming

Object.assign( Handy.protos, {


	//  Traverse down this THREE.Group to find
	//  a child with an ‘xrInputSource’ property,
	//  which should have a ‘handedness’ property.
	//  This will both assign that value to this Handy object
	// (if such a value is found)
	//  and return the current ‘handedness’ of this Handy object.

	//  NOTE: Is there a more efficient way to do this??

	checkHandedness: function(){

		const hand = this
		this.traverse( function( obj ){

			if( obj.xrInputSource !== undefined &&
				obj.xrInputSource.handedness !== undefined ){

				hand.handedness = obj.xrInputSource.handedness
				hand.name = 'hand '+ hand.handedness			
			}
		})
		return this.handedness
	},


	//  Find the distance (in CENTIMETERS!) between two joints
	//  by using joint name Strings.
	//  You can use the constant style ‘INDEX_PHALANX_INTERMEDIATE’
	//  or a more friendly lowercase-and-spaces style:
	// “index phalanx intermediate”. Both are valid styles here.
	//  This makes writing the pose detection logic super legible.
	//  Here’s some pinch detection logic:
	//
	//      return this.distanceBetweenJoints(
	//
	//          'index phalanx tip',
	// 		    'thumb phalanx tip'
	//	
	//       ) < 3
	//
	//  Easy, right?! Now you can write your own! :)

	distanceBetweenJoints: function( jointNameA, jointNameB ){

		if( this.joints.length === 0 ) return NaN

		const
		hand = this,
		[ jointA, jointB ] = [ jointNameA, jointNameB ]
		.map( function( name ){

			return hand.joints[ 

				// Handy[ name.toUpperCase().replace( /\s+/g, '_' )]
				name.toLowerCase().replace( /\s+/g, '-' )
			]
		})

		if( jointA.position && 
			jointB.position &&
			( !jointA.position.equals( jointB.position ))){

			return jointA.position.distanceTo( jointB.position ) * 100
		}
		else return NaN
	},


	//  Find the angle (in DEGREES!) from a finger’s base to its tip.
	//  Here’s how to check if your index finger is extended:
	//
	//      return this.digitAngle( 'index' ) < 20
	//  
	//  Not bad, eh?

	digitAngle: function( fingerName ){

		fingerName = fingerName.toLowerCase()

		const
		fingerTip = fingerName === 'thumb' ? 
			this.joints[ 'thumb-tip' ] :
			this.joints[ fingerName +'-finger-tip' ],
		fingerProximal = fingerName === 'thumb' ?
			this.joints[ 'thumb-phalanx-proximal' ] :
			this.joints[ fingerName +'-finger-phalanx-proximal' ]

		if( fingerTip && 
			fingerProximal && 
			fingerTip.quaternion &&
			fingerProximal.quaternion ){

			return MathUtils.radToDeg( 

				fingerProximal.quaternion.angleTo( fingerTip.quaternion )
			)
		}
		return NaN
	},


	//  Some useful helper functions that
	//  check the angle from digit base to digit tip
	//  to determine if that digit is extended
	//  or contracted.

	digitIsExtended: function( digitName ){

		return this.digitAngle( digitName ) < 45
	},
	digitIsContracted: function( digitName ){

		return this.digitAngle( digitName ) > 110
	},


	//  Useful for assessing 
	//  what values you may want to use
	//  in your detection functions.

	reportDigits: function(){

		const hand = this
		Handy.digitNames
		.forEach( function( digitName ){

			const 
			proximalName = digitName === 'thumb' ?
				'thumb-phalanx-proximal' :
				digitName +'-finger-phalanx-proximal',
			tipName = digitName === 'thumb' ?
				'thumb-tip' : 
				digitName + '-finger-tip',
			distance = hand.distanceBetweenJoints(

				proximalName,
				tipName
			),
			digitAngle = hand.digitAngle( digitName )

			console.log( 

				hand.handedness, 
				digitName +'.', 
				'angle:',
				Math.round( digitAngle )+'˚',
				'distance:',
				( Math.round( distance * 10 ) / 10 ) +'cm',
				hand.digitIsExtended( digitName ) ?
					'is extended' :
					'is contracted'
			)
		})
	},






	    ////////////////
	   //            //
	  //   Record   //
	 //            //
	////////////////


	//  Take a snapshot of this hand’s pose.

	readLivePoseData: function(){

		const 
		hand  = this,
		wrist = hand.joints[ 'wrist' ],
		jointPositions    = [],
		digitTipPositions = [],


		//  Take a position in global space,
		//  and make it relative to the wrist joint position
		//  also taking into account the wrist’s rotation.
		// (So we cannot simply subtract position vectors here!
		//  We must multiply the full transform matrices!)
		//  Also, let’s round these positions to the nearest
		//  millimeter to make things tidier to look at
		//  and save string space when stored as JSON data.

		preparePosition = function( joint ){

			const 
			jointMatrix = joint.matrix
			.clone()
			.premultiply( 

				// new THREE.Matrix4().copy( wrist.matrixWorld.invert() )
				wrist.matrixWorld.clone().invert()
			)

			
			//  Extract the X, Y, Z positions from the resulting matrix
			//  and return this as a flat Array
			//  with distances rounded to the nearest millimeter.
			
			return [ 

				Math.round( jointMatrix.elements[ 12 ] * 1000 ),
				Math.round( jointMatrix.elements[ 13 ] * 1000 ),
				Math.round( jointMatrix.elements[ 14 ] * 1000 )
			]
		},


		//  Store head (camera) position relative to the wrist. 
		//  In the future we’ll use this to identify hand gestures
		//  that relate to the position of the head / body.

		//  NOTE: Camera position is unreliable because of XR camera rig.
		//  Need to come back and investigate alternatives.

		headPosition = 
			wrist !== undefined && !wrist.position.equals( Handy.VECTOR3_ZERO )
			? preparePosition( hand.camera )
			: null,
		headRotation = 
			headPosition === null
			? null
			: hand.camera.quaternion.toArray()


		//  Store the positions of each joint relative to the wrist.
		//  Note that if a position is not “ready” 
		//  then that entry in the Array will be undefined.
		//  This is important during pose detection:
		//  Undefined elements will NOT accrue “distance”, ie.
		//  If the pinky finger positions don’t matter to a particular
		//  hand pose, you can just delete those entries!

		
		Object.values( hand.joints )
		.forEach( function( joint, i ){

			// console.log( i, 'joint', joint )

			if( joint !== undefined &&
				joint.position !== undefined &&
				joint.position.equals( Handy.VECTOR3_ZERO ) === false ){

				const preparedPosition = preparePosition( joint )
				jointPositions[ i ] = preparedPosition

				if( Handy.isDigitTipIndex( i )){

					digitTipPositions.push( preparedPosition )
				}
			}
		})
		
		// for( let i = 0; i < hand.joints.length; i ++ ){
			// const joint = hand.joints[ i ]
		// 	if( joint !== undefined &&
		// 		joint.position !== undefined &&
		// 		joint.position.equals( Handy.VECTOR3_ZERO ) === false ){

		// 		const preparedPosition = preparePosition( joint )
		// 		jointPositions[ i ] = preparedPosition

		// 		if( Handy.isDigitTipIndex( i )){

		// 			digitTipPositions.push( preparedPosition )
		// 		}
		// 	}
		// }


		//  Package it up and send it off.

		return { 

			headPosition,
			headRotation,
			jointPositions,
			digitTipPositions
		}
	},


	//  Grab a snapshot of the live hand pose,
	//  output its data to the JavaScript console
	// (so you can copy and paste it into your poses file),
	//  and also add it to the poses list
	//  so you can query for it immediately :)

	recordLivePose: function( name, showIt ){

		const 
		hand = this,
		handedness = hand.checkHandedness(),
		pose = Object.assign(

			{
				names: [ name ],
				handedness,				
				handyRevision: Handy.REVISION,
				time: Date.now()
			},
			hand.readLivePoseData()
		)
		
		console.log( '\n\nPOSE DEFINITION\n\n'+ JSON.stringify( pose ) +',\n\n\n' )
		Handy.poses[ handedness ].push( pose )
		if( showIt ) hand.showPose( pose, hand.joints[ 0 ].matrixWorld )
		return pose
	},


	//  Did your pose record correctly just now?
	//  This is a quick and dirty way to see 
	// (within XR!) if it’s roughly correct.

	showPose: function( pose, matrix ){

		const
		hand  = this,
		handRoot = new Object3D(),
		size = 0.02

		pose.jointPositions
		.forEach( function( position ){

			const box = new Mesh(
				new BoxBufferGeometry( size, size, size ),
				new MeshBasicMaterial()
			)
			box.position.fromArray( position ).multiplyScalar( 0.001 )
			if( matrix !== undefined ){
			
				box.updateMatrix()
				box.matrix.multiply( matrix )
			}
			else {

				box.position.y += 1
			}
			handRoot.add( box )
		})
		handRoot.position.copy( hand.position )
		hand.camera.parent.add( handRoot )
	},


	//  We can also show previously recorded poses.

	showPoseByName: function( poseName, matrix ){

		const
		hand  = this,
		pose = Handy.poses[ hand.handedness ]
		.find( function( pose ){ 

			return pose.names.includes( poseName )
		})

		if( pose ) hand.showPose( pose, matrix )
	},






	    ////////////////
	   //            //
	  //   Search   //
	 //            //
	////////////////


	//  Upon casually discussing Handy with a good friend of mine,
	//  Robert Gerard Pietrusko (http://warning-office.org),
	//  he suggessted I try recording hand poses and measuring the
	//  Euclidean distance between them.
	//  https://en.wikipedia.org/wiki/K-means_clustering
	//  This turned out to be very efficient! Sort of like Word2Vec,
	//  but for hands. https://en.wikipedia.org/wiki/Word2vec
	//
 	//  Question is, do we try Cosine Distance in the future?
	//  https://cmry.github.io/notes/euclidean-v-cosine

	livePoseData: [],
	searchLoopBeganAt: null,
	searchLoopsCounter: 0,
	searchLoopsCounterMax: 0,
	searchPoseIndex: 0,
	searchResultsBuffer:  [],
	searchResults: [],
	searchResultsHistory: [],//  For future use. (Will add gesture recognition.)
	searchMethod: 'jointPositions',
	lastSearchResult: { name: 'null' },

	search: function(){
		
		const 
		hand   = this,
		handedness = hand.checkHandedness(),
		poses = Handy.poses[ handedness ],
		method = hand.searchMethod


		//  Is our handedness undefined?
		//  Do we have zero poses to detect?
		//  If so, bail immediately!

		if( poses === undefined || poses.length === 0 ) return


		//  We’re going to do some serious “Array clutching” here.
		//  That means we may NOT finish looping through the Array
		//  before we “run out of time.” Why do this? Because if we’re
		//  running at 72fps or 90fps, etc. and we really only need
		//  to do a full poses search a few times per second,
		//  then we have render loops to spare and we ought to get
		//  out of the way as quickly as possible so that YOU can
		//  use that render loop time for yourself :)

		//  If you want more performance than this, then it’s time
		//  for Web Workers. But for now this seems to do the trick.
		//  https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API

		hand.searchLoopBeganAt = window.performance.now()
		for( let 
			
			i = hand.searchPoseIndex; 
			i < poses.length; 
			i ++ 
		){
		

			//  If we’re just beginning a new search
			//  we need to reset our results buffer
			//  and ask for new live hand pose data.

			if( i === 0 ){

				hand.searchLoopsCounter = 0
				hand.searchResultsBuffer = []
				hand.livePoseData = hand.readLivePoseData()


				//  If there’s no joint position data
				//  or if the wrist position of this hand is EXACTLY zero 
				// (in which case it’s likely ALL joint positions are zero)
				//  then this live data is useless. (So bail!)

				if( hand.livePoseData.jointPositions.length === 0 ||
					( 
						hand.livePoseData.jointPositions[ 0 ][ 0 ] === 0 &&
						hand.livePoseData.jointPositions[ 0 ][ 1 ] === 0 &&
						hand.livePoseData.jointPositions[ 0 ][ 2 ] === 0
					)){

					return
				}


				//  These flags assert that we are 
				//  NOT taking the square root of each distance.
				//  As this might change in the future
				//  I wanted a way for you to query / write logic
				//  around that.
				
				hand.searchResultsBuffer.distancesAreSquared = true
				hand.searchResultsBuffer.distancesAreRooted  = false
			}
	

			//  Go about our normal business.
			//  eg, evaluate the distance between this hand pose
			//  and the current-ish state of our real hand.

			const pose = poses[ i ]


			//  Currently we have two methods for detecting poses.
			// (Down from FOUR in a previous iteration! Sadly,
			//  the angles between wrist quaternion and digit tip
			//  weren’t sufficient once we added all of ASL.)
			//  We may eventually remove this digitTipPositions method
			//  as [all] jointPositions is obviously more accurate
			//  and seems speedy enough. 

			if( method === 'digitTipPositions' ){
				
				hand.searchResultsBuffer.push({

					pose,
					distance: pose.digitTipPositions
					.reduce( function( distance, digitTipPosition, i ){

						if( digitTipPosition.length !== undefined && 
							hand.livePoseData.digitTipPositions[ i ] !== undefined &&
							hand.livePoseData.digitTipPositions[ i ].length > 0 ){


							//  The “correct” way to do this is to take the square root
							//  of this sum. But find a square root is inherently slow.
							//  Thankfully we can do just as well by NOT taking the root.
							//  I leave it here (commented out) for your edification ;)

							distance += //Math.sqrt(

								Math.pow( digitTipPosition[ 0 ] - hand.livePoseData.digitTipPositions[ i ][ 0 ], 2 ) +
								Math.pow( digitTipPosition[ 1 ] - hand.livePoseData.digitTipPositions[ i ][ 1 ], 2 ) +
								Math.pow( digitTipPosition[ 2 ] - hand.livePoseData.digitTipPositions[ i ][ 2 ], 2 )
							//)
						}
						return distance

					}, 0 )
				})
			}
			else if( method === 'jointPositions' ){

				hand.searchResultsBuffer.push({

					pose,
					distance: pose.jointPositions
					.reduce( function( distance, jointPosition, i ){

						if( jointPosition.length !== undefined && 
							hand.livePoseData.jointPositions[ i ] !== undefined &&
							hand.livePoseData.jointPositions[ i ].length > 0 ){


							//  The “correct” way to do this is to take the square root
							//  of this sum. But find a square root is inherently slow.
							//  Thankfully we can do just as well by NOT taking the root.
							//  I leave it here (commented out) for your edification ;)

							distance += //Math.sqrt(

								Math.pow( jointPosition[ 0 ] - hand.livePoseData.jointPositions[ i ][ 0 ], 2 ) +
								Math.pow( jointPosition[ 1 ] - hand.livePoseData.jointPositions[ i ][ 1 ], 2 ) +
								Math.pow( jointPosition[ 2 ] - hand.livePoseData.jointPositions[ i ][ 2 ], 2 )
							//)
						}
						return distance

					}, 0 )
				})
			}


			//  Let’s keep track of how many loops it’s taking
			//  to finish searching through our whole poses library;
			//  accessible with something like:
			//  Handy.hands.getLeft().searchLoopsCounterMax

			hand.searchLoopsCounter ++
			hand.searchLoopsCounterMax = Math.max(

				hand.searchLoopsCounterMax,
				hand.searchLoopsCounter
			)


			//  Are we done? (If so, shut it down.)

			if( i === poses.length - 1 ){

				hand.searchResults = hand.searchResultsBuffer
				.sort( function( a, b ){

					return a.distance - b.distance
				})
				const searchResult = hand.searchResults[ 0 ]


				//   Does this search result differ from the previous one?

				if( hand.lastSearchResult.pose !== searchResult.pose ){

					if( hand.lastSearchResult && hand.lastSearchResult.pose ){


						//  Fire custom events.
						//  We need to fire events for each name
						//  that is associated with this pose.
						//  Why would there be multiple names??
						//  For example, “ASL_2” is the same as “Peace”.
						//  Someone unfamiliar with American Sign Language
						//  and only concerned with recognizing “peace”
						//  ought to have that convenience.
						// (And the other way ’round as well!)

						hand.lastSearchResult.pose.names
						.forEach( function( poseName ){

							hand.dispatchEvent({

								type: poseName +' pose ended', 
								hand,
								pose: hand.lastSearchResult.pose,
								

								//  Open question here:
								//  Should this “distance” property be from this pose’s
								//  previous top-result status (as it is currently)
								//  or should it be from its new not-top-result status?
	
								distance: hand.lastSearchResult.distance,
								message:  hand.handedness.toUpperCase() +
									' hand “'+ poseName +'” pose ended'+
									' at a Euclidean distance of '+ hand.lastSearchResult.distance +'mm.'
							})
						})

						
						//  Should you need it, 
						//  here’s an easy way to get a “from / to” alert.
						//  NOTE: Do we need to include distances in here too?

						hand.dispatchEvent({

							type: 'pose changed', 
							hand,
							resultWas: hand.lastSearchResult,
							resultIs:  searchResult,
							message:   hand.handedness.toUpperCase() +
								' hand pose changed from '+ 
								JSON.stringify( hand.lastSearchResult.pose.names ) +
								' to '+ 
								JSON.stringify( searchResult.pose.names ) +'.'
						})
					}
					

					searchResult.pose.names
					.forEach( function( poseName ){

						hand.dispatchEvent({

							type: poseName +' pose began', 
							hand,
							pose:     searchResult.pose,
							distance: searchResult.distance,
							message:  hand.handedness.toUpperCase() +
								' hand “'+ poseName +'” pose began'+
								' at a Euclidean distance of '+ searchResult.distance +'mm.'
						})
					})


					//  We’re ready to make it final.
					//  Replace the prior searh result 
					//  with the current search result.

					hand.lastSearchResult = searchResult
				}
				else {

					// console.log( 'Same hand pose as last time' )
				}
				

				//  Get things ready for next search.

				hand.searchIndex = 0
				hand.searchResultsBuffer = []


				//  Bail both from this local “for” loop 
				//  and from this entire function.

				return searchResult
			}

		
			//  If we’re not done with our search, 
			//  check if this search is taking too long per update() loop.

			else {


				//  If we’re taking too long
				//  let’s note what index we should start at next time
				//  and bail for now.

				if( window.performance.now() 
					- hand.searchLoopBeganAt 
					> Handy.searchLoopDurationLimit ){

					hand.findPoseIndex = i + 1
					break
				}
			}
		}
	},


	//  If the pose is the top search result
	// (or it’s in the results list above a given distance threshold)
	//  return the result itself so it includes 
	//  all of the pose data as well as distance.
	//  Otherwise return false.

	//  NOTE: This “threshold” argument is tricky
	//  because search() calculates distance in mm
	//  from the recorded model.
	//  But we might need NORMALIZED results instead.

	isPose: function( poseName, threshold ){

		const hand = this
		if( typeof threshold === 'number' ){
			
			const result = hand.searchResults
			.find( function( result ){ 

				return (

					result.distance <= threshold &&
					result.pose.names.includes( poseName )
				)
			})
			return result ? result : false
		}
		else if( hand.searchResults.length ){

			return hand.searchResults[ 0 ].pose.names.includes( poseName ) ?
				hand.searchResults[ 0 ] :
				false
		}
		return false
	},




	//  Some leftover debugging functions.

	comparePoses: function( poseAName, poseBName ){

		const 
		hand = this,
		posesList = Handy.poses[ hand.handedness ],
		poseA = posesList.find( function( pose ){ return pose.name === poseAName }),
		poseB = posesList.find( function( pose ){ return pose.name === poseBName })
		
		let
		poseDistanceAbs = 0,
		poseDistanceSqr = 0

		for( let i = 0; i < poseA.positions.length; i ++ ){

			const 
			positionA = poseA.positions[ i ],
			positionB = poseB.positions[ i ],
			jointDistanceAbs = 
				Math.abs( positionA[ 0 ] - positionB[ 0 ]) +
				Math.abs( positionA[ 1 ] - positionB[ 1 ]) +
				Math.abs( positionA[ 2 ] - positionB[ 2 ]),
			jointDistanceSqr = Math.sqrt(
				
				Math.pow( positionA[ 0 ] - positionB[ 0 ], 2 ) +
				Math.pow( positionA[ 1 ] - positionB[ 1 ], 2 ) +
				Math.pow( positionA[ 2 ] - positionB[ 2 ], 2 )
			)
			
			// console.log( 

			// 	'i', i, 
			// 	'\n', positionA, 
			// 	'\n', positionB, 
			// 	'\nSqr distance:', jointDistanceSqr,
			// 	'\nAbs distance:', jointDistanceAbs,
			// )

			poseDistanceAbs += jointDistanceAbs
			poseDistanceSqr += jointDistanceSqr
		}
		console.log( 

			'\nThe distance between', poseAName, 'and', poseBName, 'is', 
			'\nAbs:', poseDistanceAbs, 
			'\nSqr:', poseDistanceSqr, 
			'\n\n'
		)
		return poseDistanceSqr
	},
	compareAllTo: function( inputPose ){
		
		const
		hand = this,
		posesList = Handy.poses[ hand.handedness ]

		return posesList
		.reduce( function( list, pose ){ 

			return list.concat({ 

				name: pose.name, 
				distance: hands.left.comparePoses( 'Fist', pose.name )
			})

		}, [])
		.sort( function( a, b ){ 

			return a.distance - b.distance
		})
	},






	    ////////////////
	   //            //
	  //   Update   //
	 //            //
	////////////////


	//  Did you add a pose name to the Handy.poseNames Array?
	//  Did you also define a check function for it?
	//  If so, this function -- which you must remember to call 
	//  from within your update loop -- will check the status 
	//  of each pose, set the boolean flags accordingly,
	//  and fire off events on the frame when the state changes.

	update: function( callback ){

		const hand = this

		//  Do you believe in magic?

		hand.search()


		//  Are we supposed to do something?
		
		if( typeof callback === 'function' ) callback( hand )
	}
})