This will be a post on a nested groups threejs example that I made today that is a continuation of what I started with my post on use of the user data object in the object3d class. The user data object of the Object3d class is a standard object for everything based on object3d for parking application specific data to help make sure that there are no conflicts with properties that are used with three.js.
The source code examples that I am wriirng about in this post can also be found in my ;test threejs repository on Github](https://github.com/dustinpfister/test_threejs/tree/master/views/forpost/threejs-examples-nested-groups).
When I first wrote this post I was using three.js revision r127, and things where working fine for me then with that version. Also I do get around to editing my content on threejs a post or two at a time, and the last time I came around to edit this I was using r140. Again the examples here where working fine with that revision of threejs as well, however code breaking changes are made to threejs often so always me mindful of what revision number you are using.
This example is an advanced continuation of one of the examples that I worked out for my post on the user data object of the object3d class. This object is the official object in a Mesh, Group, Camera, or anything the is based on the object3d class that can be used to park user defined data. This user defined data is just data that belongs to a given object of some kind of a three.js project that has to do with ones own code rather than three.js internal logic. Speaking of the object3d class it might be a good idea to read up more on that class in general as it is a major part of three.js that I tend to use just about all the time.
This is the cube group module that I started in my post that has to do with the user data object of the object3d class. I do not think that I did much to it when it comes to changes from what I wrote about in that post, but still I think I should write a thing or two about it here as I am using it in my main nested groups module that I will be getting to later in this post.
This cube groups module will return a group of mesh objects where each mesh object is a box geometry and a given material that is given when calling the main create method of this module. Tne idea here is to just have a collection of eight of these mesh objects, and then be able to tweak some options to change the way that these groups of objects move over time.
At the top of the file I have a create point light, and create point light group helpers. The method that is used to create a point light group is one of several nested groups that I will be attaching to the main group that is returned by the create method of this module. This group of lights is a collection of three point lights one lime, one blue, and another that is read along with a white one that I have placed at the center. I can then rotate and position this group of lights relative to the main group.
I then have a create world group helper that will contain all the instances of my cube group module that I wen over in an above section in this post. I wanted to create at least a few instances of this kind of group and position them all over the place in the world group. At the time of this writing the only other object that I have in this word group is a grid helper that that I often like to add to many examples like this. Although I might not be doing much of anything with this group now, if I keep working on this I might want to do something that will effect all mesh objects in this group, but not any objects or groups outside of it, such as a screen shake type thing or something to that effect.
When I have this example up and running I end up with a pretty cool looking scene, but there is still more I think I would like to change around a little when it comes to making this a little more interesting maybe. I like how everything is pretty animated and that it is all combined together into this one main module. If I get more time to work on this example I might want to break things down more by having separates modules for the light objects, as well as maybe bring some additional modules that I have worked out in other examples into this scene.