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Examples: Remove usage of THREE namespace. (#29748)
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linbingquan authored Oct 25, 2024
1 parent 1978cad commit 3f7243b
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Showing 3 changed files with 36 additions and 36 deletions.
18 changes: 9 additions & 9 deletions examples/jsm/tsl/lighting/TiledLightsNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ import {
Fn, If, Return, textureLoad, instanceIndex, screenCoordinate, directPointLight
} from 'three/tsl';

import * as THREE from 'three';
import { DataTexture, FloatType, LightsNode, NodeUpdateType, RGBAFormat, StorageBufferAttribute, Vector2, Vector3 } from 'three';

export const circleIntersectsAABB = /*@__PURE__*/ Fn( ( [ circleCenter, radius, minBounds, maxBounds ] ) => {

Expand Down Expand Up @@ -31,10 +31,10 @@ export const circleIntersectsAABB = /*@__PURE__*/ Fn( ( [ circleCenter, radius,
]
} );

const _vector3 = /*@__PURE__*/ new THREE.Vector3();
const _size = /*@__PURE__*/ new THREE.Vector2();
const _vector3 = /*@__PURE__*/ new Vector3();
const _size = /*@__PURE__*/ new Vector2();

class TiledLightsNode extends THREE.LightsNode {
class TiledLightsNode extends LightsNode {

static get type() {

Expand All @@ -60,11 +60,11 @@ class TiledLightsNode extends THREE.LightsNode {

this.lightsCount = uniform( 0, 'int' );
this.tileLightCount = 8;
this.screenSize = uniform( new THREE.Vector2() );
this.screenSize = uniform( new Vector2() );
this.cameraProjectionMatrix = uniform( 'mat4' );
this.cameraViewMatrix = uniform( 'mat4' );

this.updateBeforeType = THREE.NodeUpdateType.RENDER;
this.updateBeforeType = NodeUpdateType.RENDER;

}

Expand Down Expand Up @@ -281,17 +281,17 @@ class TiledLightsNode extends THREE.LightsNode {

const { tileSize, maxLights } = this;

const bufferSize = new THREE.Vector2( width, height );
const bufferSize = new Vector2( width, height );
const lineSize = Math.floor( bufferSize.width / tileSize );
const count = Math.floor( ( bufferSize.width * bufferSize.height ) / tileSize );

// buffers

const lightsData = new Float32Array( maxLights * 4 * 2 ); // 2048 lights, 4 elements(rgba), 2 components, 1 component per line (position, distance, color, decay)
const lightsTexture = new THREE.DataTexture( lightsData, lightsData.length / 8, 2, THREE.RGBAFormat, THREE.FloatType );
const lightsTexture = new DataTexture( lightsData, lightsData.length / 8, 2, RGBAFormat, FloatType );

const lightIndexesArray = new Int32Array( count * 4 * 2 );
const lightIndexesAttribute = new THREE.StorageBufferAttribute( lightIndexesArray, 4 );
const lightIndexesAttribute = new StorageBufferAttribute( lightIndexesArray, 4 );
const lightIndexes = storageObject( lightIndexesAttribute, 'ivec4', lightIndexesAttribute.count ).label( 'lightIndexes' );

// compute
Expand Down
42 changes: 21 additions & 21 deletions examples/jsm/webxr/OculusHandPointerModel.js
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
import * as THREE from 'three';
import { BufferGeometry, Float32BufferAttribute, Matrix4, Mesh, MeshBasicMaterial, Object3D, Raycaster, SphereGeometry, Vector3 } from 'three';

const PINCH_MAX = 0.05;
const PINCH_THRESHOLD = 0.02;
Expand All @@ -13,13 +13,13 @@ const POINTER_LENGTH = 0.035;
const POINTER_SEGMENTS = 16;
const POINTER_RINGS = 12;
const POINTER_HEMISPHERE_ANGLE = 110;
const YAXIS = /* @__PURE__ */ new THREE.Vector3( 0, 1, 0 );
const ZAXIS = /* @__PURE__ */ new THREE.Vector3( 0, 0, 1 );
const YAXIS = /* @__PURE__ */ new Vector3( 0, 1, 0 );
const ZAXIS = /* @__PURE__ */ new Vector3( 0, 0, 1 );

const CURSOR_RADIUS = 0.02;
const CURSOR_MAX_DISTANCE = 1.5;

class OculusHandPointerModel extends THREE.Object3D {
class OculusHandPointerModel extends Object3D {

constructor( hand, controller ) {

Expand Down Expand Up @@ -96,15 +96,15 @@ class OculusHandPointerModel extends THREE.Object3D {

const vertices = this.pointerGeometry.attributes.position.array;
// first ring for front face
const frontFaceBase = new THREE.Vector3(
const frontFaceBase = new Vector3(
POINTER_FRONT_RADIUS,
0,
- 1 * ( POINTER_LENGTH - rearRadius )
);
this._drawVerticesRing( vertices, frontFaceBase, 0 );

// rings for rear hemisphere
const rearBase = new THREE.Vector3(
const rearBase = new Vector3(
Math.sin( ( Math.PI * POINTER_HEMISPHERE_ANGLE ) / 180 ) * rearRadius,
Math.cos( ( Math.PI * POINTER_HEMISPHERE_ANGLE ) / 180 ) * rearRadius,
0
Expand All @@ -122,22 +122,22 @@ class OculusHandPointerModel extends THREE.Object3D {
// front and rear face center vertices
const frontCenterIndex = POINTER_SEGMENTS * ( 1 + POINTER_RINGS );
const rearCenterIndex = POINTER_SEGMENTS * ( 1 + POINTER_RINGS ) + 1;
const frontCenter = new THREE.Vector3(
const frontCenter = new Vector3(
0,
0,
- 1 * ( POINTER_LENGTH - rearRadius )
);
vertices[ frontCenterIndex * 3 ] = frontCenter.x;
vertices[ frontCenterIndex * 3 + 1 ] = frontCenter.y;
vertices[ frontCenterIndex * 3 + 2 ] = frontCenter.z;
const rearCenter = new THREE.Vector3( 0, 0, rearRadius );
const rearCenter = new Vector3( 0, 0, rearRadius );
vertices[ rearCenterIndex * 3 ] = rearCenter.x;
vertices[ rearCenterIndex * 3 + 1 ] = rearCenter.y;
vertices[ rearCenterIndex * 3 + 2 ] = rearCenter.z;

this.pointerGeometry.setAttribute(
'position',
new THREE.Float32BufferAttribute( vertices, 3 )
new Float32BufferAttribute( vertices, 3 )
);
// verticesNeedUpdate = true;

Expand All @@ -151,11 +151,11 @@ class OculusHandPointerModel extends THREE.Object3D {
).fill( 0 );
// const vertices = [];
const indices = [];
this.pointerGeometry = new THREE.BufferGeometry();
this.pointerGeometry = new BufferGeometry();

this.pointerGeometry.setAttribute(
'position',
new THREE.Float32BufferAttribute( vertices, 3 )
new Float32BufferAttribute( vertices, 3 )
);

this._updatePointerVertices( POINTER_REAR_RADIUS );
Expand Down Expand Up @@ -213,27 +213,27 @@ class OculusHandPointerModel extends THREE.Object3D {
POINTER_SEGMENTS * POINTER_RINGS
);

const material = new THREE.MeshBasicMaterial();
const material = new MeshBasicMaterial();
material.transparent = true;
material.opacity = POINTER_OPACITY_MIN;

this.pointerGeometry.setIndex( indices );

this.pointerMesh = new THREE.Mesh( this.pointerGeometry, material );
this.pointerMesh = new Mesh( this.pointerGeometry, material );

this.pointerMesh.position.set( 0, 0, - 1 * POINTER_REAR_RADIUS );
this.pointerObject = new THREE.Object3D();
this.pointerObject = new Object3D();
this.pointerObject.add( this.pointerMesh );

this.raycaster = new THREE.Raycaster();
this.raycaster = new Raycaster();

// create cursor
const cursorGeometry = new THREE.SphereGeometry( CURSOR_RADIUS, 10, 10 );
const cursorMaterial = new THREE.MeshBasicMaterial();
const cursorGeometry = new SphereGeometry( CURSOR_RADIUS, 10, 10 );
const cursorMaterial = new MeshBasicMaterial();
cursorMaterial.transparent = true;
cursorMaterial.opacity = POINTER_OPACITY_MIN;

this.cursorObject = new THREE.Mesh( cursorGeometry, cursorMaterial );
this.cursorObject = new Mesh( cursorGeometry, cursorMaterial );
this.pointerObject.add( this.cursorObject );

this.add( this.pointerObject );
Expand All @@ -245,7 +245,7 @@ class OculusHandPointerModel extends THREE.Object3D {
if ( this.raycaster ) {

const pointerMatrix = this.pointerObject.matrixWorld;
const tempMatrix = new THREE.Matrix4();
const tempMatrix = new Matrix4();
tempMatrix.identity().extractRotation( pointerMatrix );
this.raycaster.ray.origin.setFromMatrixPosition( pointerMatrix );
this.raycaster.ray.direction.set( 0, 0, - 1 ).applyMatrix4( tempMatrix );
Expand Down Expand Up @@ -372,7 +372,7 @@ class OculusHandPointerModel extends THREE.Object3D {
if ( this.raycaster && ! this.attached ) {

const intersections = this.raycaster.intersectObjects( objects, recursive );
const direction = new THREE.Vector3( 0, 0, - 1 );
const direction = new Vector3( 0, 0, - 1 );
if ( intersections.length > 0 ) {

const intersection = intersections[ 0 ];
Expand All @@ -391,7 +391,7 @@ class OculusHandPointerModel extends THREE.Object3D {

setCursor( distance ) {

const direction = new THREE.Vector3( 0, 0, - 1 );
const direction = new Vector3( 0, 0, - 1 );
if ( this.raycaster && ! this.attached ) {

this.cursorObject.position.copy( direction.multiplyScalar( distance ) );
Expand Down
12 changes: 6 additions & 6 deletions examples/jsm/webxr/Text2D.js
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
import * as THREE from 'three';
import { DoubleSide, Mesh, MeshBasicMaterial, PlaneGeometry, Texture } from 'three';

function createText( message, height ) {

Expand All @@ -17,20 +17,20 @@ function createText( message, height ) {
context.fillStyle = '#ffffff';
context.fillText( message, textWidth / 2, textHeight / 2 );

const texture = new THREE.Texture( canvas );
const texture = new Texture( canvas );
texture.needsUpdate = true;

const material = new THREE.MeshBasicMaterial( {
const material = new MeshBasicMaterial( {
color: 0xffffff,
side: THREE.DoubleSide,
side: DoubleSide,
map: texture,
transparent: true,
} );
const geometry = new THREE.PlaneGeometry(
const geometry = new PlaneGeometry(
( height * textWidth ) / textHeight,
height
);
const plane = new THREE.Mesh( geometry, material );
const plane = new Mesh( geometry, material );
return plane;

}
Expand Down

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