How to use the three.Color function in three

To help you get started, we’ve selected a few three examples, based on popular ways it is used in public projects.

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github moxuse / Kusabi / src / RenderView.ts View on Github external
// this.renderer.render(current.scene, this.cameraForRenderTargets);
        // } else {
        if (!current.skip) {
          this.renderer.setClearColor(new Color(0x000000), 0.0);
          this.renderer.setRenderTarget(current.target);
          this.renderer.render(current.scene, this.cameraForRenderTargets);
        }
        // } else {
        // console.log(current.target.texture.uuid);
        // }
        // }
      }
    }
    this.renderer.setRenderTarget(null);

    this.renderer.setClearColor(new Color(0x000000), 0.0);
    this.renderer.render(this.scene, this.camera);

    if (config.renderView.postProcessing && this.effectComposer && window.d3) {
      this.effectComposer.render(this.elapse);
    }

    if (window.port && window.port.onRender) {
      window.port.onRender.forEach(o => {
        o(this.renderer, this.scene);
      });
    }
  }
github PAIR-code / umap-js / demo / projector / projector-scatter-plot-adapter.ts View on Github external
//   const n = neighborCount;
    //   let minDist = n > 0 ? neighborsOfFirstPoint[0].dist : 0;
    //   for (let i = 0; i < n; ++i) {
    //     const c = new THREE.Color(
    //       dist2color(distFunc, neighborsOfFirstPoint[i].dist, minDist)
    //     );
    //     let dst = neighborsOfFirstPoint[i].index * 3;
    //     colors[dst++] = c.r;
    //     colors[dst++] = c.g;
    //     colors[dst++] = c.b;
    //   }
    // }

    // Color the hover point.
    if (hoverPointIndex != null) {
      const c = new THREE.Color(POINT_COLOR_HOVER);
      let dst = hoverPointIndex * 3;
      colors[dst++] = c.r;
      colors[dst++] = c.g;
      colors[dst++] = c.b;
    }

    return colors;
  }
github chrisrzhou / react-globe / src / hooks / useCamera.ts View on Github external
const ambientLight = ambientLightRef.current;
    const pointLight = pointLightRef.current;

    camera.far = CAMERA_FAR;
    camera.fov = CAMERA_FOV;
    camera.near = CAMERA_NEAR;
    const position = coordinatesToPosition(
      lookAt,
      RADIUS * distanceRadiusScale,
    );
    camera.position.set(...position);

    // apply light options
    ambientLight.color = new Color(ambientLightColor);
    ambientLight.intensity = ambientLightIntensity;
    pointLight.color = new Color(pointLightColor);
    pointLight.intensity = pointLightIntensity;
    pointLight.position.set(
      RADIUS * pointLightRadiusScaleX,
      RADIUS * pointLightRadiusScaleY,
      RADIUS * pointLightRadiusScaleZ,
    );

    // apply orbit controls options
    orbitControls.enableDamping = true;
    orbitControls.autoRotate = enableAutoRotate;
    orbitControls.autoRotateSpeed = autoRotateSpeed;
    orbitControls.dampingFactor = CAMERA_DAMPING_FACTOR;
    orbitControls.enablePan = false;
    orbitControls.enableRotate = enableRotate;
    orbitControls.enableZoom = enableZoom;
    orbitControls.maxDistance = RADIUS * maxDistanceRadiusScale;
github vibertthio / runn / src / three / garden / ground.js View on Github external
const materialColor = 0xdddddd;
		const material = new THREE.ShaderMaterial({
			uniforms: THREE.UniformsUtils.merge([
				THREE.ShaderLib.lambert.uniforms,
				{
					heightmap: { value: null },
				},
			]),
			vertexShader: vert,
			fragmentShader: THREE.ShaderChunk.meshlambert_frag,
		});

		material.lights = true;

		// Material attributes from MeshPhongMaterial
		material.color = new THREE.Color(materialColor);
		material.emissive = new THREE.Color(0x000000);

		// Sets the uniforms with the material values
		material.uniforms.diffuse.value = new THREE.Color(0x555555);
		material.uniforms.emissive.value = material.emissive;
		material.uniforms.opacity.value = material.opacity;

		material.defines.WIDTH = WIDTH.toFixed(1);
		material.defines.HEIGHT = HEIGHT.toFixed(1);
		material.defines.UNIT = UNIT.toFixed(1);

		return new THREE.Mesh(
			new THREE.PlaneBufferGeometry(2048, 1024, 256, 128),
			material,

			// DEFAULT
github Smithsonian / dpo-voyager / source / client / core / shaders / UberMaterial.ts View on Github external
//this.fragmentShader = ShaderLib.standard.fragmentShader;
        this.fragmentShader = fragmentShader;

        this.color = new THREE.Color(0xffffff); // diffuse
        this.roughness = 0.7;
        this.metalness = 0.0;

        this.map = null;

        this.lightMap = null;
        this.lightMapIntensity = 1.0;

        this.aoMap = null;
        this.aoMapIntensity = 1.0;

        this.emissive = new THREE.Color(0x000000);
        this.emissiveIntensity = 1.0;
        this.emissiveMap = null;

        this.bumpMap = null;
        this.bumpScale = 1;

        this.normalMap = null;
        this.normalScale = new THREE.Vector2(1, 1);

        this.displacementMap = null;
        this.displacementScale = 1;
        this.displacementBias = 0;

        this.roughnessMap = null;

        this.metalnessMap = null;
github openwisp / netjsongraph.js / src / refactor / netjsongraph.three.js View on Github external
}, mesh => {
        mesh.material.color = new THREE.Color(theme.linkColor());
        renderer.render(scene, camera);
      });
github vchirkov / webgl-stuff / src / index.js View on Github external
set(preset) {
        !isUndefined(preset.visible) && this.highCircle.circlesVisible(preset.visible | 0, preset.opacityStep || 1);
        !isUndefined(preset.pointsColor) && this.highCircle.pointsColor(new Color(preset.pointsColor));
        !isUndefined(preset.ringColor) && this.highCircle.ringColor(new Color(preset.ringColor));
        !isUndefined(preset.opacity) && this.highCircle.ring.opacity(preset.opacity);
        !isUndefined(preset.impact) && this.highCircle.impact(preset.impact);
        !isUndefined(preset.stabilityStart) && this.highCircle.stabilityStart(preset.stabilityStart);
        !isUndefined(preset.stabilityEnd) && this.highCircle.stabilityEnd(preset.stabilityEnd);
        !isUndefined(preset.rotation) && this.highCircle.rotation(preset.rotation);
        !isUndefined(preset.perlin) && this.highCircle.perlin(preset.perlin);
        !isUndefined(preset.background) && this.sceneSet.renderer.setClearColor(new Color(preset.background));
        !isUndefined(preset.floatsOpacity) && (this.floats.material.opacity = preset.floatsOpacity);
    }
github superguigui / threejs-starter-kit / src / loader / loaders / GLTFLoader.js View on Github external
if (Array.isArray(pbrSpecularGlossiness.diffuseFactor)) {
          var array = pbrSpecularGlossiness.diffuseFactor

          params.color.fromArray(array)
          params.opacity = array[3]
        }

        if (pbrSpecularGlossiness.diffuseTexture !== undefined) {
          pending.push(parser.assignTexture(params, 'map', pbrSpecularGlossiness.diffuseTexture))
        }

        params.emissive = new Color(0.0, 0.0, 0.0)
        params.glossiness =
          pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0
        params.specular = new Color(1.0, 1.0, 1.0)

        if (Array.isArray(pbrSpecularGlossiness.specularFactor)) {
          params.specular.fromArray(pbrSpecularGlossiness.specularFactor)
        }

        if (pbrSpecularGlossiness.specularGlossinessTexture !== undefined) {
          var specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture
          pending.push(parser.assignTexture(params, 'glossinessMap', specGlossMapDef))
          pending.push(parser.assignTexture(params, 'specularMap', specGlossMapDef))
        }

        return Promise.all(pending)
      },
github Netflix / vizceral / src / base / nodeViewDetailed.js View on Github external
addArcSlice (startAngle, percent, color, permanent) {
    const size = Math.PI * percent;
    const slice = new THREE.RingGeometry(this.innerRadius - arcMeterWidth, this.innerRadius - 1, 30, 8, startAngle, size);
    const mat = new THREE.MeshBasicMaterial({ color: new THREE.Color(color.r, color.g, color.b), side: THREE.DoubleSide, transparent: true, opacity: color.a });
    const mesh = new THREE.Mesh(slice, mat);
    mesh.position.set(0, 0, this.depth + 5);
    mesh.rotation.y = Math.PI;
    mesh.userData.context = 'arc';
    mesh.userData.defaultOpacity = color.a;

    if (!permanent) { this.arcMeterSegments.push(mesh); }
    this.container.add(mesh);

    return { mesh: mesh, angle: startAngle + size };
  }
github gkjohnson / three-mesh-bvh / example / lib / MarchingCubes.js View on Github external
this.addBall = function ( ballx, bally, ballz, strength, subtract, colors ) {

		var sign = Math.sign( strength );
		strength = Math.abs( strength );
		var userDefineColor = ! ( colors === undefined || colors === null );
		var ballColor = new THREE.Color( ballx, bally, ballz );
		if ( userDefineColor ) {

			try {

				ballColor =
					colors instanceof THREE.Color
						? colors
						: Array.isArray( colors )
							? new THREE.Color(
								Math.min( Math.abs( colors[ 0 ] ), 1 ),
								Math.min( Math.abs( colors[ 1 ] ), 1 ),
								Math.min( Math.abs( colors[ 2 ] ), 1 )
						  )
							: new THREE.Color( colors );

			} catch ( err ) {