Guidlines and common information
npm i -s 3d-core-raub
Compatibility with three.js allows porting the existing JS code. The real OpenGL backend is used (not ANGLE). So it is possible to use the GL resource IDs to setup interoperation with CUDA or OpenCL. This is the most important feature of this project and why it was created in the first place.
It is quite possible to create a fully-features apps and games using this framework. For example, see Space Simulation Toolkit.
Setup the project directory:
mkdir my-project
cd my-project
npm init -y
npm i -s 3d-core-raub three
touch index.js
Paste the code and see if it works:
const three = require('three');
const { init, addThreeHelpers } = require('3d-core-raub');
const { doc, gl, requestAnimationFrame } = init({ isGles3: true });
addThreeHelpers(three, gl);
const renderer = new three.WebGLRenderer();
renderer.setPixelRatio( doc.devicePixelRatio );
renderer.setSize( doc.innerWidth, doc.innerHeight );
const camera = new three.PerspectiveCamera(70, doc.innerWidth / doc.innerHeight, 1, 1000);
camera.position.z = 2;
const scene = new three.Scene();
const geometry = new three.BoxGeometry();
const material = new three.MeshBasicMaterial({ color: 0xFACE8D });
const mesh = new three.Mesh( geometry, material );
scene.add(mesh);
doc.addEventListener('resize', () => {
camera.aspect = doc.innerWidth / doc.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(doc.innerWidth, doc.innerHeight);
});
const animate = () => {
requestAnimationFrame(animate);
const time = Date.now();
mesh.rotation.x = time * 0.0005;
mesh.rotation.y = time * 0.001;
renderer.render(scene, camera);
};
animate();
See docs and examples: 3d-core-raub.
Take a look at Three.js examples.
Dependency - carries one or more precompiled binary and/or C++ headers.
Addon - provides native bindings.
Plugin - a high-level Node3D module for extending the 3d-core features. For example:
import { init, addThreeHelpers } from '3d-core-raub';
import { init as initQml } from '3d-qml-raub';
const __dirname = dirname(fileURLToPath(import.meta.url));
const {
doc, Image: Img, gl, glfw,
} = init({
isGles3: true, isWebGL2: true, mode: 'borderless',
});
addThreeHelpers(three, gl);
const {
QmlOverlay, Property, Method, View, loop, release, textureFromId,
} = initQml({ doc, gl, cwd: __dirname, three });
Other:
Bugs and enhancements are tracked as GitHub issues. You can also create an issue on a specific repository of Node3D.
Node3D can be used commercially. You don't have to pay for Node3D or any of its third-party libraries.
Node3D modules have their own code licensed under MIT, meaning
"I've just put it here, do what you want, have fun". Some
modules have separately licensed third-party software in them. For instance,
deps-freeimage-raub
carries the FreeImage
binaries and headers, and those are the property of their respective owners,
and are licensed under FIPL terms (but free to use anyway).
All such cases are explained in README.md
per project in question.