/* fix mouse click offset errors when doing drags */
body {
margin: 0;
}
JavaScript
class Main {
constructor(){
this.objects = [];
this.scene = new THREE.Scene();
var width = window.innerWidth;
var height = window.innerHeight * .75;
this.camera = new THREE.PerspectiveCamera(
35, width/height, 0.1, 1000
);
this.renderer = new THREE.WebGLRenderer();
this.renderer.setSize( width, height );
this.renderer.setClearColor( 0xcccccc, 1 );
// controls should set 2nd param or mouse move will be all over the main dom element
// null on 2nd param, threejs will use the parent as the mouse click and prevent default
this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
// will turn off zooming while panning with right mouse click, false by default
this.controls.screenSpacePanning = true;
document.body.appendChild( this.renderer.domElement );
this.scene.add(this.camera);
this.setToFullOrbit(this.controls);
this.camera.position.copy(new THREE.Vector3(10,10,10));
// fix first frame render issue going invisible
this.camera.lookAt(new THREE.Vector3(0,0,0));
var axisHelper = new THREE.AxisHelper();
this.scene.add(axisHelper);
this.createScene();
}
createScene(){
// from vector3s to buffer attributes
const itemSize = 3; // how many stored values are in a vector3
const vec3s = [
new THREE.Vector3(1,0,0),
new THREE.Vector3(0,2,0)
];
const arrayBuffer = new Float32Array(vec3s.length * itemSize);
const attr = new THREE.BufferAttribute(arrayBuffer, itemSize);
// update the buffer attribute with the new values from the vec3s
attr.copyVector3sArray(vec3s);
// here you can transform a group of vectors
// apply a translate shift matrix
const tm = new THREE.Matrix4().makeTranslation(1,0,0);
tm.applyToBufferAttribute(attr);
console.log(attr);
// from buffer attributes to vector3s
var newVec3s = [];
for(var i=0; i<attr.count;...
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