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Top 10 Examples of "normals in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'normals' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

// Update options:
  // 1) direct update buffer
  // bunnyPositionBuffer.bufferData(positionData)
  //
  // 2) direct update via ctx
  // ctx.update(bunnyPositionBuffer, { data: positionData })
  //
  // 3) update command
  // const updateCommand = ctx.update({ target: bunnyPositionBuffer, data: positionData })
  // ctx.submit(updatePositions)

  // FIXME: pre-allocate buffer
  // FIXME: add update command
  // What are the update patterns in other APIs?
  const normalData = normals.vertexNormals(bunny.cells, bunnyNoiseVertices)
  // bunnyNormalBuffer.bufferData(normalData)
  ctx.update(bunnyNormalBuffer, { data: normalData })
}
precision mediump float;
      #pragma glslify: matcap = require('./matcap.glsl')
      varying vec3 n, peye;
      uniform sampler2D texture;
      void main () {
        // This could be done in the vertex shader to optimize slightly:
        vec2 uv = matcap(peye, n);

        gl_FragColor = vec4(texture2D(texture, uv).rgb, 1);
      }
    `),
    cull: {enable: true, face: 'back'},
    uniforms: {texture: texture},
    attributes: {
      position: require('geom-center-and-normalize')(mesh.positions),
      normal: require('normals').vertexNormals(mesh.cells, mesh.positions)
    },
    elements: mesh.cells,
    count: mesh.cells.length * 3
  })
}
rock.noiseScale*p[1],
                rock.noiseScale*p[2] );


        positions[i][0] += noise;
        positions[i][1] += noise;
        positions[i][2] += noise;


        positions[i][0] *= rock.scale[0];
        positions[i][1] *= rock.scale[1];
        positions[i][2] *= rock.scale[2];
    }

    // of course, we must recompute the normals.
    var normals = createNormals.vertexNormals(cells, positions);


    rock.positions = positions;
    rock.normals = normals;
    rock.cells = cells;
    
    return rock;

}
function createBunnyMesh (scene) {
  // Create the bunny mesh, which is a collection of a geometry and material.

  // Set up a lit material with the lambert reflectance model
  var material =
  Engine.LitMaterial({
    color: [0.5, 0.5, 0.5] // Ambient color
  })
    .use(Engine.LambertAugment, {
      diffuse: [1, 1, 1]
    })

  // Our bunny model didn't come with normals, so add them here
  Bunny.normals = Normals.vertexNormals(Bunny.cells, Bunny.positions)

  // Feed the bunny 	"simplicial complex" into a gl-engine geometry
  var geometry = Engine.Geometry(Bunny)
  var mesh = Engine.Mesh(geometry, material)

  mesh.position[1] = -5

  scene.add(mesh)

  return mesh
}
function createBunnyMesh (scene) {
  // Create the bunny mesh, which is a collection of a geometry and material.

  // Set up a lit material with the lambert reflectance model
  var material =
  Engine.LitMaterial({
    // color: [0.5, 0.5, 0.5] // Ambient color
  })
    .use(Engine.LambertAugment, {
      diffuse: [1, 1, 1]
    })

  // Our bunny model didn't come with normals, so add them here
  Bunny.normals = Normals.vertexNormals(Bunny.cells, Bunny.positions)

  // Feed the bunny 	"simplicial complex" into a gl-engine geometry
  var geometry = Engine.Geometry(Bunny)
  var mesh = Engine.Mesh(geometry, material)

  mesh.position[1] = -5

  scene.add(mesh)

  return mesh
}
function createBunnyMesh (scene) {
  // Create the bunny mesh, which is a collection of a geometry and material.

  // Set up a lit material with the lambert reflectance model
  var material =
  Engine.LitMaterial({
    color: [0.5, 0.5, 0.5] // Ambient color
  })
    .use(Engine.LambertAugment, {
      diffuse: [1, 1, 1]
    })

  // Our bunny model didn't come with normals, so add them here
  Bunny.normals = Normals.vertexNormals(Bunny.cells, Bunny.positions)

  // Feed the bunny "simplicial complex" into a gl-engine geometry
  var geometry = Engine.Geometry(Bunny)

  geometry.data.cells = WireframeCells(Bunny.cells)
  material.mode = 'LINES'
  var mesh = Engine.Mesh(geometry, material)

  mesh.position[1] = -5

  scene.add(mesh)

  return mesh
}
function createBunnyMeshes (scene, count) {
  // Create the bunny mesh, which is a collection of a geometry and material.

  // Set up a lit material with the lambert reflectance model
  var material =
  Engine.LitMaterial()
    .use(Engine.LambertAugment, {
      diffuse: [1, 1, 1]
    })

  // Our bunny model didn't come with normals, so add them here
  Bunny.normals = Normals.vertexNormals(Bunny.cells, Bunny.positions)

  // Feed the bunny 	"simplicial complex" into a gl-engine geometry
  var geometry = Engine.Geometry(Bunny)

  var meshes = []
  for (var i = 0; i < count; i++) {
    var mesh = Engine.Mesh(geometry, material)
    mesh.position[0] = Math.random() * 3
    mesh.position[1] = -5
    mesh.position[2] = -10 * i + 10
    mesh.euler[1] = Math.random() * Math.PI * 2
    scene.add(mesh)
    meshes.push(mesh)
  }

  return meshes
var model = mat4.create();
    mat4.translate(model, model, [0, 0, 200]);
    var bunnyPositions = geoTransform(bunny.positions, model);



    bunnyGeom.attr('aPosition', bunnyPositions)
    bunnyGeom.attr('aNormal', normals.vertexNormals(bunny.cells, bunnyPositions))
    bunnyGeom.faces(bunny.cells)

    // sun sphere
    sunSphere = createSphere(1, {segments: 30});
    sunSphere = Geometry(gl)
        .attr('aPosition', sunSphere.positions)
        .attr('aNormal', normals.vertexNormals(sunSphere.cells, sunSphere.positions))
        .faces(sunSphere.cells)


    // we combine lots of different boxes into an entire mesh.
    // this is more efficient, since we can render all the boxes in a single drawcall.
    var mesh = {positions: [], cells: []};
    for (var i = -15; i < 19; i += 2) {
        mesh = addBox(mesh, [1, 200, 3], [20, 0, i * 2])
    }
    for (var i = -15; i < 20; i += 5) {
        mesh = addBox(mesh, [1, 3, 200], [20, i * 2, 0])
    }
    for (var i = -10; i < 5; i += 2) {
        mesh = addBox(mesh, [1, 200, 3], [20, 0, 70 + i * 1.5])
    }
    for (var i = -15; i < 17; i += 1) {
function init() {
  gl = shell.gl

  camera = createCamera(shell)
  camera.distance = 120

  center(dragon.positions)

  var normals = norm.vertexNormals(
      dragon.cells
    , dragon.positions
  )

  var index = createBuffer(gl
    , pack(dragon.cells, 'uint16')
    , gl.ELEMENT_ARRAY_BUFFER
  )

  mesh = createVAO(gl, [{
      size: 3
    , buffer: createBuffer(gl, pack(dragon.positions))
  }, {
      size: 3
    , buffer: createBuffer(gl, pack(normals))
  }], index)
var canvas = document.body.appendChild(document.createElement('canvas'))
var camera = orbit(canvas)
var gl = context(canvas, render)

window.addEventListener('resize', fit(canvas), false)
camera.lookAt([3, 3, 4], [0, 0, 0], [1, 0, 0])

var points = [[-1, -1], [1, -1], [1, 1], [-1, 1]]

var complex = extrude(points, {top: 1, bottom: -1, closed: true})

var geometry = Geometry(gl)

var flattened = unindex(complex.positions, complex.cells)
complex = reindex(flattened)
complex.normals = normals.vertexNormals(complex.cells, complex.positions)
geometry.attr('position', complex.positions)
geometry.attr('normal', complex.normals)
geometry.faces(complex.cells)

var shader = Shader(gl,
  glslify('./shaders/example.vert'),
  glslify('./shaders/example.frag')
)

var projection = mat4.create()
var view = mat4.create()

function render () {
  var width = gl.drawingBufferWidth
  var height = gl.drawingBufferHeight

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