The acoustic scene contains the geometry that sound interacts with. Meshes in the scene are used for occlusion, transmission, and reflection simulation.
A representation of mesh, line, or point geometry
Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
@remarks ― To read and edit data in BufferGeometry attributes, see THREE.BufferAttribute BufferAttribute documentation.
@example
constgeometry=newTHREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
constvertices=newFloat32Array( [
-1.0, -1.0, 1.0, // v0
1.0, -1.0, 1.0, // v1
1.0, 1.0, 1.0, // v2
1.0, 1.0, 1.0, // v3
-1.0, 1.0, 1.0, // v4
-1.0, -1.0, 1.0// v5
] );
// itemSize = 3 because there are 3 values (components) per vertex
This is the base class for most objects in three.js and provides a set of properties and methods for manipulating objects in 3D space.
@remarks ― Note that this can be used for grouping objects via the THREE.Object3D.add .add() method which adds the object as a child,
however it is better to use THREE.Group Group for this.
A representation of mesh, line, or point geometry
Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
@remarks ― To read and edit data in BufferGeometry attributes, see THREE.BufferAttribute BufferAttribute documentation.
@example
constgeometry=newTHREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
constvertices=newFloat32Array( [
-1.0, -1.0, 1.0, // v0
1.0, -1.0, 1.0, // v1
1.0, 1.0, 1.0, // v2
1.0, 1.0, 1.0, // v3
-1.0, 1.0, 1.0, // v4
-1.0, -1.0, 1.0// v5
] );
// itemSize = 3 because there are 3 values (components) per vertex
Dynamic geometry can undergo rigid-body motion (translation and rotation). Scale is baked when the mesh is added, so non-uniform or animated scaling is not supported.
A representation of mesh, line, or point geometry
Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
@remarks ― To read and edit data in BufferGeometry attributes, see THREE.BufferAttribute BufferAttribute documentation.
@example
constgeometry=newTHREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
constvertices=newFloat32Array( [
-1.0, -1.0, 1.0, // v0
1.0, -1.0, 1.0, // v1
1.0, 1.0, 1.0, // v2
1.0, 1.0, 1.0, // v3
-1.0, 1.0, 1.0, // v4
-1.0, -1.0, 1.0// v5
] );
// itemSize = 3 because there are 3 values (components) per vertex
This is the base class for most objects in three.js and provides a set of properties and methods for manipulating objects in 3D space.
@remarks ― Note that this can be used for grouping objects via the THREE.Object3D.add .add() method which adds the object as a child,
however it is better to use THREE.Group Group for this.
Updates the global transform of the object.
And will update the object descendants if
matrixWorldNeedsUpdate
.matrixWorldNeedsUpdate
is set to true or if the
force
parameter is set to true.
@param ― force A boolean that can be used to bypass matrixWorldAutoUpdate.matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame.
Useful if you cannot wait for the renderer to update it on the next frame, assuming matrixWorldAutoUpdate.matrixWorldAutoUpdate set to true.
useRef returns a mutable ref object whose .current property is initialized to the passed argument
(initialValue). The returned object will persist for the full lifetime of the component.
Note that useRef() is useful for more than the ref attribute. It’s handy for keeping any mutable
value around similar to how you’d use instance fields in classes.
A representation of mesh, line, or point geometry
Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
@remarks ― To read and edit data in BufferGeometry attributes, see THREE.BufferAttribute BufferAttribute documentation.
@example
constgeometry=newTHREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
constvertices=newFloat32Array( [
-1.0, -1.0, 1.0, // v0
1.0, -1.0, 1.0, // v1
1.0, 1.0, 1.0, // v2
1.0, 1.0, 1.0, // v3
-1.0, 1.0, 1.0, // v4
-1.0, -1.0, 1.0// v5
] );
// itemSize = 3 because there are 3 values (components) per vertex
useRef returns a mutable ref object whose .current property is initialized to the passed argument
(initialValue). The returned object will persist for the full lifetime of the component.
Note that useRef() is useful for more than the ref attribute. It’s handy for keeping any mutable
value around similar to how you’d use instance fields in classes.
A material describes how sound interacts with a surface. It contains absorption coefficients, a scattering value, and optional transmission coefficients.
const
constmaterial: {
absorption:number[];
scattering:number;
transmission:number[];
}
material= {
absorption: number[]
absorption: [0.10, 0.05, 0.02], // low, mid, high
scattering: number
scattering:0.05,
transmission: number[]
transmission: [0.06, 0.03, 0.02], // optional
}
Three Steam Audio ships with a small set of frozen presets. See Materials for the full list.
A representation of mesh, line, or point geometry
Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
@remarks ― To read and edit data in BufferGeometry attributes, see THREE.BufferAttribute BufferAttribute documentation.
@example
constgeometry=newTHREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
constvertices=newFloat32Array( [
-1.0, -1.0, 1.0, // v0
1.0, -1.0, 1.0, // v1
1.0, 1.0, 1.0, // v2
1.0, 1.0, 1.0, // v3
-1.0, 1.0, 1.0, // v4
-1.0, -1.0, 1.0// v5
] );
// itemSize = 3 because there are 3 values (components) per vertex
This is the base class for most objects in three.js and provides a set of properties and methods for manipulating objects in 3D space.
@remarks ― Note that this can be used for grouping objects via the THREE.Object3D.add .add() method which adds the object as a child,
however it is better to use THREE.Group Group for this.
A representation of mesh, line, or point geometry
Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
@remarks ― To read and edit data in BufferGeometry attributes, see THREE.BufferAttribute BufferAttribute documentation.
@example
constgeometry=newTHREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
constvertices=newFloat32Array( [
-1.0, -1.0, 1.0, // v0
1.0, -1.0, 1.0, // v1
1.0, 1.0, 1.0, // v2
1.0, 1.0, 1.0, // v3
-1.0, 1.0, 1.0, // v4
-1.0, -1.0, 1.0// v5
] );
// itemSize = 3 because there are 3 values (components) per vertex
In Three.js, material indices are read from the geometry’s materialIndex attribute or the standard groups. In React, you can also pass a function that receives each Mesh and returns a material.
A representation of mesh, line, or point geometry
Includes vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of passing all this data to the GPU.
@remarks ― To read and edit data in BufferGeometry attributes, see THREE.BufferAttribute BufferAttribute documentation.
@example
constgeometry=newTHREE.BufferGeometry();
// create a simple square shape. We duplicate the top left and bottom right
// vertices because each vertex needs to appear once per triangle.
constvertices=newFloat32Array( [
-1.0, -1.0, 1.0, // v0
1.0, -1.0, 1.0, // v1
1.0, 1.0, 1.0, // v2
1.0, 1.0, 1.0, // v3
-1.0, 1.0, 1.0, // v4
-1.0, -1.0, 1.0// v5
] );
// itemSize = 3 because there are 3 values (components) per vertex