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:
// Init Node3D environment
const three = require('three');
const { init, addThreeHelpers } = require('3d-core-raub');
const { doc, gl, requestAnimationFrame } = init({ isGles3: true, isWebGL2: true, vsync: false });
addThreeHelpers(three, gl);
// Three.js rendering setup
const renderer = new three.WebGLRenderer();
const scene = new three.Scene();
const camera = new three.PerspectiveCamera(70, doc.w / doc.h, 0.2, 500);
camera.position.z = 35;
scene.background = new three.Color(0x333333);
// Add scene lights
scene.add(new three.AmbientLight(0xc1c1c1, 0.5));
const sun = new three.DirectionalLight(0xffffff, 2);
sun.position.set(-1, 0.5, 1);
scene.add(sun);
// Original knot mesh
const knotGeometry = new three.TorusKnotGeometry(10, 1.85, 256, 20, 2, 7);
const knotMaterial = new three.MeshToonMaterial({ color: 0x6cc24a });
const knotMesh = new three.Mesh(knotGeometry, knotMaterial);
scene.add(knotMesh);
// A slightly larger knot mesh, inside-out black - for outline
const outlineGeometry = new three.TorusKnotGeometry(10, 2, 256, 20, 2, 7);
const outlineMaterial = new three.MeshBasicMaterial({ color: 0, side: three.BackSide });;
const outlineMesh = new three.Mesh(outlineGeometry, outlineMaterial);
knotMesh.add(outlineMesh);
// Handle window resizing
doc.addEventListener('resize', () => {
camera.aspect = doc.w / doc.h;
camera.updateProjectionMatrix();
renderer.setSize(doc.w, doc.h);
});
// Called repeatedly to render new frames
const animate = () => {
requestAnimationFrame(animate);
const time = Date.now();
knotMesh.rotation.x = time * 0.0005;
knotMesh.rotation.y = time * 0.001;
renderer.render(scene, camera);
};
animate();
See docs and examples: 3d-core-raub.
Take a look at Three.js examples.
Core - key components to run WebGL code on Node.js.
Dependency - carries one or more precompiled binary and/or C++ headers.
Addon - provides native bindings.
Plugin - a high-level Node3D module designed to seamlessly use the addons
together with 3d-core. A plugin uses 3d-core context and primitives to provide additional
features that combine Node3D envitonment and whatever addon(s) the plugin wraps.
For example:
import { dirname } from 'node:path';
import { fileURLToPath } from 'node:url';
import * as three from 'three';
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,
} = init({ isGles3: true, isWebGL2: true });
addThreeHelpers(three, gl);
const { QmlOverlay, loop } = initQml({ doc, gl, cwd: __dirname, three });
// ...
const overlay = new QmlOverlay({ file: `${__dirname}/qml/gui.qml` });
scene.add(overlay.mesh);
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.