78 Commits
Author SHA1 Message Date
Mr.doob eb411d1bef Blender exporter now has options to export (or not) vertices and faces too.
Also renamed some vars for consistency reasons, hope I didn't break anything...
2011-04-10 13:00:49 +01:00
Mr.doob 3bc9f48c2f src/animation ⟶ src/extras/animation
Improved lod and grass examples.
2011-04-10 09:36:28 +01:00
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00
Mr.doob c74f046b76 src/physics ⟶ src/extras/physics 2011-04-09 08:18:45 +01:00
Mikael Emtinger 615f872023 Added sprite support. See Sprite.js for details. No support for custom shader at this point. 2011-04-07 15:52:57 +02:00
alteredq 65e3f92d55 Merged latest master branch into physics branch. 2011-04-05 12:04:24 +02:00
alteredq 693a36f509 Moved scene loader from SceneUtils into SceneLoader. 2011-04-05 08:59:45 +02:00
alteredq 7915999bdd Added edges to Blender exporter, JSONLoader and Geometry.
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both).

Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender.

From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object.

Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine.

Also did some whitespace cleanup here and there.
2011-04-05 00:18:36 +02:00
Bartek Drozdz 9850695f38 Collisions system initial commit. 2011-04-04 18:13:54 +02:00
Mr.doob 8af4dd49c1 WebGLRenderer now uses material.transparent to determine whether a material is transparent or not.
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
2011-03-31 07:22:44 +01:00
Mikael Emtinger 3536f3f2f5 Merged with MrDoob 2011-03-29 20:50:45 +02:00
Mikael Emtinger ac6f422a6f Added LensFlares. Note that a new blending mode has been added. Added an (quite ugly example). NOTE: this doesn't seem to work on Chrome+Mac+NVIDIA unless you turn off antialias (which I've done in the example). 2011-03-29 13:30:53 +02:00
Mr.doob bd2d39ac6b Fixed broken examples.
Updated build script.
2011-03-24 21:04:34 +00:00
Mikael Emtinger 95e92d9026 Stencil shadows added 2011-03-24 09:09:25 +01:00
Mr.doob 55a6938f26 SVGRenderer doesn't need ParticleCanvasMaterial 2011-03-22 01:17:48 +00:00
Mr.doob 5a0a200ce4 RenderableFace4 is back (thus 2x speed boost on all examples using quads). 2011-03-21 05:41:55 +00:00
Mr.doob 348bb3be59 Merging with alteredq's branch. 2011-03-20 21:48:50 +00:00
Mr.doob a7740f47fc ParticleCircleMaterial ⟶ ParticleCanvasMaterial (canvas code injection) 2011-03-20 21:47:11 +00:00
Mr.doob af5e208b57 Fixed missing items in the builder. 2011-03-20 21:00:58 +00:00
Mr.doob 6514f67c12 Adapting Projector to new internal changes. Quite broken but getting there. 2011-03-20 19:58:24 +00:00
Mr.doob 565f9221e3 Added missing classes to custom builds. 2011-03-16 19:11:56 +00:00
Mr.doob 49d9b2e460 src/extras/primitives/ ⟶ src/extras/geometries
Added geometries example (need to add Lathe one).
Fixed Cylinder.
2011-03-16 03:51:47 +00:00
Mr.doob f848e60de0 Tweaked extras order. 2011-03-15 16:07:12 +00:00
alteredq 1c466f26e7 Moved QuakeCamera and PathCamera into extras/cameras. 2011-03-15 16:49:52 +01:00
Mr.doob 1413f96958 Fixed Camera.updateMatrix(). 2011-03-14 20:01:35 +00:00
alteredq b6b0e21015 Added PathCamera.
PathCamera automatically follows path passing through waypoints (interpolated via Catmull-Rom spline). View angles can be constrained and controlled by mouse.

Work in progress, there are still some issued to be solved (constant movement speed, broken automatic update, broken frustum culling).
2011-03-14 03:57:22 +01:00
alteredq 13ccc02a8a Refactored shader and uniform snippets out of WebGLRenderer into WebGLShaders. 2011-03-09 21:44:11 +01:00
alteredq c421b2d791 Number of bones in skinning shader is now taken from SkinnedMesh.
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
2011-03-07 01:25:11 +01:00
alteredq 7ad44b434c Added level-of-details example (and LOD object to compiled lib).
Thanks to empaempa for implementing this feature ;)
2011-03-01 15:50:14 +01:00
alteredq 03b9dfe80d Extracted Spline from example into core lib. 2011-03-01 03:51:43 +01:00
alteredq cf901305e5 Synced with mrdoob's branch. 2011-02-27 22:11:27 +01:00
Mr.doob 430ce532be Custom builds were missing files. (thanks to alan2 for reporting) 2011-02-27 20:20:15 +00:00
Mr.doob 7480fb69cd Updated README examples.
Sound3D ⟶ Sound
2011-02-26 14:21:15 +00:00
Mr.doob e7e47b1f88 More reformating and clean up. 2011-02-26 09:18:10 +00:00
alteredq da8afc4e6d Refactored CameraControl into THREE.QuakeCamera.
Now you can add keyboard + mouse camera control with a single line, just change camera type and add parameters:

 camera = new THREE.QuakeCamera( { fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 10000,
	                           movement_speed: 1, look_speed: 0.002, nofly: true, look_vertical: false } );

Thanks to mrdoob for suggestions ;)
2011-02-26 00:24:14 +01:00
alteredq 7415759392 Added 3d sound support plus example.
Thanks to @mikaelemtinger ;)
2011-02-25 09:08:15 +01:00
Mr.doob fef3c084b1 Changed build setup:
build/Three.js - Includes all renderers + extras
	build/custom/ThreeCanvas.js - Canvas renderer only
	build/custom/ThreeDOM.js - DOM renderer only
	build/custom/ThreeSVG.js - SVG renderer only
	build/custom/ThreeWebGL.js - WebGL renderer only
	build/custom/ThreeExtras.js - Extras only

Moved `THREE.Detector.js` to `examples/js/Detector.js`.

Updated examples to reflect these changes.
2011-02-23 12:35:31 +00:00
Mr.doob a4a8f184c6 src/objects/Object3D.jssrc/core/Objects3D.js 2011-02-22 23:26:19 +00:00
Mr.doob 5aa43cd1cd All canvas examples are now using RequestAnimationFrame.js
Webgl examples next.
2011-02-22 01:54:03 +00:00
Mr.doob 848d1a338c Removed debug version from compile script. 2011-02-20 04:38:34 +00:00
alteredq 9c2b5c257c Added MiscUtils with THREE.requestAnimationFrame.
This is lifted from greggman's ThreeD http://code.google.com/p/threedlibrary/

Also modified ribbons example to show how to use this.
2011-02-19 18:21:03 +01:00
alteredq e151ff394b Added Ribbon object.
It provides a lean way how to render TRIANGLE_STRIP primitives: needs just n+2 vertices for n triangles (one Ribbon = one strip). There are no faces, no indices, everything is rendered in one simple drawArray call.

Vertex colors are supported, normals not yet.
2011-02-19 16:21:23 +01:00
alteredq afbace2801 Cleaning up to make it pass through Closure compiler.
We have been very lucky - setters / getters were not supported till just 2 hours ago (so fresh, I had to build Closure myself from their repo ;).

http://code.google.com/p/closure-compiler/issues/detail?id=249

Also some refactoring plus added hackish animation offset feature.
2011-02-17 05:10:30 +01:00
alteredq 082da28c8e Renamed THREE.Supports to THREE.Detector, moved it to extras. Also cleaned up example title tags. 2011-02-13 19:19:55 +01:00
alteredq 8e2f8c8b13 Fixed broken WebGL support detection.
Created "THREE.Supports" object, which should centralize this stuff. So far it detects <canvas>, WebGL and WebWorkers; later it could detect for example GPU capabilities.

Not sure about name or location, but it's pretty tiring go through all examples when something changes, so it should be somewhere in the library.

Code duplication is bad: even html snippets with error message should be centralized somewhere, so that when new browsers arrive we wouldn't have to keep changing them in many places.
2011-02-12 20:02:05 +01:00
alteredq b198531c66 Added MarchingCubes object.
Very much work-in-progress. Expect things to change.

Also changed film shader to have optional grayscale (controlled via uniform).
2011-02-07 14:29:42 +01:00
Mr.doob 52c0de2b09 Merging with alteredq's branch. 2011-01-26 18:36:49 +00:00
alteredq 8faa18b620 Added simple scene format loader.
This is very much work in progress - expect things to change and to be broken.
2011-01-25 18:32:07 +01:00
astrodud a62dc97e60 added LathedObject to build script for extras options 2011-01-16 15:27:19 -08:00
Szymon Nowak 6294caed07 Added render-to-texture feature to WebGL renderer. 2011-01-11 10:10:05 +01:00