three#DoubleSide TypeScript Examples
The following examples show how to use
three#DoubleSide.
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Example #1
Source File: TextMeshObject.ts From movy with MIT License | 6 votes |
constructor(params: TextMeshObjectParams = {}) {
super();
this.initParams = {
centerTextVertically: false,
color: new Color(0xffffff),
font: 'en,zh',
fontSize: 1.0,
letterSpacing: 0,
stroke: false,
strokeWidth: 0.02,
text3D: false,
...params,
};
if (this.initParams.material) {
this.material = this.initParams.material.clone();
} else {
this.material = new MeshBasicMaterial({
color: this.initParams.color,
side: DoubleSide,
});
}
}
Example #2
Source File: MapMartiniHeightNode.ts From geo-three with MIT License | 6 votes |
public constructor(parentNode: MapHeightNode = null, mapView: MapView = null, location: number = MapNode.root, level: number = 0, x: number = 0, y: number = 0, {elevationDecoder = null, meshMaxError = 10, exageration = 1} = {})
{
super(parentNode, mapView, location, level, x, y, MapMartiniHeightNode.geometry, MapMartiniHeightNode.prepareMaterial(new MeshPhongMaterial({
map: MapMartiniHeightNode.emptyTexture,
color: 0xFFFFFF,
side: DoubleSide
}), level, exageration));
if (elevationDecoder)
{
this.elevationDecoder = elevationDecoder;
}
this.meshMaxError = meshMaxError;
this.exageration = exageration;
this.frustumCulled = false;
}
Example #3
Source File: Image.tsx From spacesvr with MIT License | 5 votes |
function UnsuspensedImage(props: ImageProps) {
const {
src,
size = 1,
framed,
frameMaterial,
frameWidth = 1,
innerFrameMaterial,
transparent,
} = props;
const texture = useTexture(src);
const width = useMemo(() => texture.image.width, [texture]);
const height = useMemo(() => texture.image.height, [texture]);
const max = Math.max(width, height);
const WIDTH = (width / max) * size,
HEIGHT = (height / max) * size;
return (
<group name="spacesvr-image" {...props}>
<mesh>
<planeBufferGeometry args={[WIDTH, HEIGHT]} />
<meshBasicMaterial
map={texture}
side={DoubleSide}
transparent={transparent}
/>
</mesh>
{framed && (
<Frame
width={WIDTH}
height={HEIGHT}
thickness={frameWidth}
material={frameMaterial}
innerFrameMaterial={innerFrameMaterial}
/>
)}
</group>
);
}
Example #4
Source File: NMaterial.ts From FairyGUI-threejs with MIT License | 4 votes |
public constructor() {
super();
let customUniforms = UniformsUtils.merge([
ShaderLib.basic.uniforms,
{ _ColorMatrix: new Uniform(new Matrix4()) },
{ _ColorOffset: new Uniform(new Vector4()) },
{
diffuse: {
value: new Color(0xffffff)
}
}
]);
this.uniforms = customUniforms;
this.vertexShader = `
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
varying vec4 vColor;
attribute vec4 color;
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <uv2_vertex>
vColor = color;
#include <skinbase_vertex>
#ifdef USE_ENVMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <worldpos_vertex>
#include <clipping_planes_vertex>
#include <envmap_vertex>
#include <fog_vertex>
}
`;
this.fragmentShader = `
uniform bool grayed;
uniform bool colorFilter;
uniform mat4 colorMatrix;
uniform vec4 colorOffset;
uniform vec3 diffuse;
uniform float opacity;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <dithering_pars_fragment>
varying vec4 vColor;
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#ifdef USE_MAP
#ifdef TEXT
vec4 sampleColor = texture2D( map, vUv );
if(vColor.a<0.1)
diffuseColor.a *= sampleColor.r;
else if(vColor.a<0.4)
diffuseColor.a *= sampleColor.g;
else
diffuseColor.a *= sampleColor.b;
#else
#include <map_fragment>
#endif
#endif
#ifdef TEXT
diffuseColor.rgb *= vColor.rgb;
#else
diffuseColor *= vColor;
#endif
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
// accumulation (baked indirect lighting only)
#ifdef USE_LIGHTMAP
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
// modulation
#include <aomap_fragment>
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include <envmap_fragment>
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
#ifdef GRAYED
float grey = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor.rgb = vec3(grey, grey, grey);
#endif
#ifdef COLOR_FILTER
vec4 col = gl_FragColor;
gl_FragColor.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
gl_FragColor.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
gl_FragColor.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
gl_FragColor.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
#endif
}
`;
this.name = "ui-material";
this.lights = false;
this.transparent = true;
this.depthTest = false;
this.side = DoubleSide;
//this.wireframe = true;
this["isMeshBasicMaterial"] = true;
}
Example #5
Source File: Video.tsx From spacesvr with MIT License | 4 votes |
export function Video(props: Props) {
const {
src,
size = 1,
framed,
muted,
volume = 1,
frameMaterial,
frameWidth = 1,
...rest
} = props;
const camera = useThree((state) => state.camera);
const listener = useRef<THREE.AudioListener>();
const [speaker, setSpeaker] = useState<THREE.PositionalAudio>();
const [dims, setDims] = useState<Vector2 | null>();
const video = useMemo(() => {
const v = document.createElement("video");
// @ts-ignore
v.playsInline = true;
v.crossOrigin = "Anonymous";
v.loop = true;
v.src = src;
v.autoplay = false;
v.muted = muted ? muted : false;
return v;
}, []);
useEffect(() => {
const setupAudio = () => {
if (!muted && !video.paused && !speaker) {
const listener = new AudioListener();
camera.add(listener);
const speak = new PositionalAudio(listener);
speak.setMediaElementSource(video);
speak.setRefDistance(0.75);
speak.setRolloffFactor(1);
speak.setVolume(volume);
speak.setDirectionalCone(180, 230, 0.1);
setSpeaker(speak);
}
};
const playVideo = () => {
video
.play()
.then(() => setDims(new Vector2(video.videoWidth, video.videoHeight)));
setupAudio();
};
if (video) {
video.play().then(() => {
setDims(new Vector2(video.videoWidth, video.videoHeight));
setupAudio();
});
document.addEventListener("click", playVideo);
return () => {
document.removeEventListener("click", playVideo);
};
}
}, [speaker, video, muted]);
useEffect(() => {
return () => {
if (listener.current) {
camera.remove(listener.current);
listener.current.clear();
listener.current = undefined;
}
if (speaker) {
speaker.clear();
speaker.disconnect();
setSpeaker(undefined);
}
if (video) {
video.pause();
video.remove();
}
};
}, []);
if (!dims || !video) {
return null;
}
const max = Math.max(dims.x, dims.y);
const width = (dims.x / max) * size;
const height = (dims.y / max) * size;
return (
<group name="spacesvr-video" {...rest}>
<mesh>
<planeBufferGeometry attach="geometry" args={[width, height]} />
<meshBasicMaterial side={DoubleSide}>
<videoTexture attach="map" args={[video]} encoding={sRGBEncoding} />
</meshBasicMaterial>
</mesh>
{speaker && <primitive object={speaker} />}
{framed && (
<Frame
width={width}
height={height}
thickness={frameWidth}
material={frameMaterial}
/>
)}
</group>
);
}