With that said in this post I will be starting out with a number of examples that have to do with typical use cases of this Box3 class.
In order to create an instance of the THREE.Box3 constructor function in threejs from scratch at least I will need to pass two instances of the Vector3 class to the Box3 constructor function as arguments. This is a class that one should look into further as it will come up a whole lot and not just when it comes to using the Box3 class, but in general with many threejs features. For example the Vector3 class is also used to set the position and scale of objects, and can also be used to create custom geometries, arrays of points, as well as many other various tasks that have to do with 3d space in general.
The use of the Box3 class also has a lot to do with Mesh objects, Groups, and a whole lot of other objects based on the Object3d class. For example one major use case of the Box3 class would be to use it to set the position of a mesh object within the space of a BOX3 class. The way to do so would be by way of the position property of the object3d class. There are also a number of other properties of object3d that one should be aware of such as scale and rotation just to name a few.
When it comes to buffer geometry there is the Compute Bounidng Box method of that class that can be used to create an update an instance of the Box3 class that will then be set to the bounding box property of the buffer geometry instance. In this post I might cover a few example of this method of buffer geometry, however the focus is more so on The Box3 class alone here.
When I first wrote this post I was using r135 of threejs, and the last time I came around to do a little editing here I was using r146 when updating the source code of these demos.
In this section I will be starting out with some basic examples of the box3 class. There are a number of ways to get a box3 class object, such as just directly calling the constructor function and passing vector3 objects for the min and max values. However there are also ways of setting the values from various objects and attributes as well as methods of other classes the will create an instance of this kind of object. So in this section I will be taking a look at some of the ways to get a box3 to begin with, as well as what can be done with them, and some additional related examples that are not to complex.
For this example I am using the values of a box3 class as a way to directly set the positions of mesh objects in a scene. To so this I create vector3 objects for a min and max values that define the lowest and highest corners of the box area. I can then just call the THREE.Box3 constructor function and pass the min vector3 and then the max one. The returned result will then be an instance of the Box3 class that I can use to help with all kinds of things.
When I have a box3 class object I can still access the vector3 objects that are used to define the min and max points in space. There is just simply the min and max properties of the box3 class that can be used to access these values. So then one way to set the position of mesh objects with a box3 object would be to just use the Vector3 set or copy method with these vector3 objects.
I have wrote a post a while back on the scale property of the object3d class which is a way to go about setting the scale of any object based off of object3d, such as a Mesh object, or a Group object for example. This scale property contains an instance of the Vector3 class that by default should have a value of 1,1,1 which means the normal scale of the object. As one would expect by changing these values up or down that will change the scale up and down.
Anyway one basic use case example of the THREE.Box3 class would be to use it to create an instance of Box3 from scratch by creating two Vector3 instances for the min and max arguments of the Box3 constructor function. The get size method of the Box3 class can then be used to copy values to a Vector3 that are the size of the box, this in turn can be used with the copy method of the Vector3 class to set the scale property of a mesh object.
Some times I might not want to set the size of an object from a BOX3 but rather create a Box3 from an object, and then use that BOX3 to know how to position an object relative to the ground, or some point of interest. When it comes to an instance of buffer geometry there is a method of geometry called the compute bounding box method that will create a box3 instance for the bounding box property of the geometry. So then say that I have an object and I want to know how high it is so that I can set the y position of this object to one half of this height. One way to go about doing this would be to make use of the compute bounding box method, and then use get size method of Box3 to get a Vector that I can then use to set the position property of the mesh object.
Like that of the box helper that can be used with mesh objects and any object that is based off of the object3d class, there is also a box3 helper that will do the same thing more or less but work with Box3 class objects. To use this I just need to call the THREE.Box3Helper constructor and then just pass the box3 object that I want a helper for. I can then pass an additional argument if I want to set what the color of the lines should be for the helper. After that I can add the helper to a scene object just like that of any other objct3d based object.
In this basic section I did cover an example where I was creating an instance of box3 from a single mesh object thanks to the compute bounding box method of the buffer geometry of the mesh object. However what if I have a whole bunch of mesh objects in a group, or if I want a box3 for everything n in a whole scene object. Well for this wort of thing there is making use of the set from object method of the box3 class.
One of the major functions of the box3 class is to check if two objects overlap each other or not. For this kind of task there is the intersects box method. For this example I am making a main box3 object and the I am creating a whole bunch of mesh objects. For each mesh object I am then also creating a box3 object for the mesh by using the set from object method. I then call the intersects box method off of the box3 for each mesh and then pass the main box3 object as the first and only argument. The result value of the intersects box method is then true or false depending the two box3 objects intersect or not. I can then use this value with an if statement and then set the color of the material to lime if the mesh is inside the main box, else leave it to the default red color if it is not.
The Box3 class is then a useful tool for various tasks what will come up when working with a project. It can be used to create a box by way of two vectors and then that box can be used as a way to scale or position an object in all kinds of various ways. I can also use it to create a box from an object that all ready has a set of values that I want with size, but I just want to get a vector that reflects what that size is so that I know to go about positing it.
I am sure that there will be many more use case examples of this box3 class that will come up now and then. I do make an effort to edit my content, so I am sure that I will expand this post a bit more as I get around to fining or making more examples to write about here.