If you want to use binary format, convert OBJ models using "convert_obj_threejs_slim.py" with "-t binary" option.
This will now create two files:
JS part with materials
BIN part with binary buffers
Binary models are loaded like this:
loader.loadBinary( 'obj/lucy/Lucy250k_bin.js', function( geometry ) { createScene( geometry, s ) }, "obj/lucy" );
(difference to ascii format is that url root must be always specified so loader can find binary buffers file, like it already was for textures)
Good news:
- raw binary files are quite smaller than raw ascii files (about half size)
- loading times went down about 20-25%
- now also Firefox can handle 250k triangle mesh (it just bugs about long running script), with ascii format it threw "array initialiser too large" exception
Mixed news:
- gzipped binary files are only about 25% smaller than gzipped ascii files so actual benefits are smaller,
also it's more likely server will have JS gzipping on by default, while you need to set it up for
other formats (could be hacked around by naming binary files with JS extension instead of BIN?)
Bad news:
- browser blocking is back :( Not that it ever went completely away (for large models object creation is more costly than loading and it is blocking), but it was slightly better with ascii loader (where data is loaded as worker's JS body).
- this comes from having to use Ajax to load binary data
- loading binary data by Ajax from within worker didn't really help, it was in fact slightly slower and browser did freeze :(
- can't easily embed binary data in JSON (would need to encode it which would make it bigger, defying the purpose)
- Loader got fatter
Also in this commit: renamed Loader.loadAsync() => Loader.loadAsciiOld() and Loader.loadWorker() = Loader.loadAscii() so that names correspond to model formats instead of underlying implementation.
loadAsciiOld - JS exported by Blender and old OBJ converter
loadAscii - JSON created by slim OBJ converter (-t ascii)
loadBinary - JSON + BIN created by slim OBJ converter (-t binary)
TODO:
- look into UV coordinates, should be indexed the same way as vertices, normals and faces are (instead of unrolled per each face)
- look into HTML5 File API, binary blobs could help
three.js
Javascript 3D Engine
The aim of this project is to create a lightweight 3D engine with a very low level of abstraction (aka for dummies). Currently there is no documentation available but feel free to use the examples as a reference and/or read the source code. However, be aware that the API may change from revision to revision breaking compatibility.
The engine can render using <canvas>, <svg> and WebGL.
Other similar projects: pre3d, pvjs, jsgl, k3d, ...
Examples
Featured projects
Usage
Download the minified library and include it in your html.
<script type="text/javascript" src="js/Three.js"></script>
This code creates a camera, then creates a scene object, adds a bunch of random particles in it, creates a <canvas> renderer and adds its viewport in the document.body element.
<script type="text/javascript">
var camera, scene, renderer;
init();
setInterval( loop, 1000 / 60 );
function init() {
camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
for (var i = 0; i < 1000; i++) {
var particle = new THREE.Particle( new THREE.ParticleCircleMaterial( Math.random() * 0x808008 + 0x808080, 1 ) );
particle.position.x = Math.random() * 2000 - 1000;
particle.position.y = Math.random() * 2000 - 1000;
particle.position.z = Math.random() * 2000 - 1000;
particle.scale.x = particle.scale.y = Math.random() * 10 + 5;
scene.addObject( particle );
}
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function loop() {
renderer.render( scene, camera );
}
</script>
For creating a customised version of the library, including the source files in this order would be a good way to start:
<script type="text/javascript" src="js/three/Three.js"></script>
<script type="text/javascript" src="js/three/core/Color.js"></script>
<script type="text/javascript" src="js/three/core/Vector2.js"></script>
<script type="text/javascript" src="js/three/core/Vector3.js"></script>
<script type="text/javascript" src="js/three/core/Vector4.js"></script>
<script type="text/javascript" src="js/three/core/Ray.js"></script>
<script type="text/javascript" src="js/three/core/Rectangle.js"></script>
<script type="text/javascript" src="js/three/core/Matrix3.js"></script>
<script type="text/javascript" src="js/three/core/Matrix4.js"></script>
<script type="text/javascript" src="js/three/core/Vertex.js"></script>
<script type="text/javascript" src="js/three/core/Face3.js"></script>
<script type="text/javascript" src="js/three/core/Face4.js"></script>
<script type="text/javascript" src="js/three/core/UV.js"></script>
<script type="text/javascript" src="js/three/core/Geometry.js"></script>
<script type="text/javascript" src="js/three/cameras/Camera.js"></script>
<script type="text/javascript" src="js/three/io/Loader.js"></script>
<script type="text/javascript" src="js/three/lights/Light.js"></script>
<script type="text/javascript" src="js/three/lights/AmbientLight.js"></script>
<script type="text/javascript" src="js/three/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="js/three/lights/PointLight.js"></script>
<script type="text/javascript" src="js/three/objects/Object3D.js"></script>
<script type="text/javascript" src="js/three/objects/Particle.js"></script>
<script type="text/javascript" src="js/three/objects/Line.js"></script>
<script type="text/javascript" src="js/three/objects/Mesh.js"></script>
<script type="text/javascript" src="js/three/materials/LineColorMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/MeshPhongMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/MeshBitmapMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/MeshColorFillMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/MeshColorStrokeMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/MeshFaceMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ParticleBitmapMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="js/three/scenes/Scene.js"></script>
<script type="text/javascript" src="js/three/renderers/Projector.js"></script>
<script type="text/javascript" src="js/three/renderers/DOMRenderer.js"></script>
<script type="text/javascript" src="js/three/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="js/three/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="js/three/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableLine.js"></script>
Change Log
2010 11 04 - r28 (62.802 kb)
Loaderclass allows load geometry asynchronously at runtime. (alteredq)MeshPhongMaterial' working withWebGLRenderer`. (alteredq)- Support for huge objects. Max 500k polys and counting. (alteredq)
Projector.unprojectVectorandRayclass to check intersections with faces (based on mindlapse work)- Fixed
CanvasRendererandSVGRendererz-sorting (not as jumpy anymore). - Fixed Orthographic projection (was y-inverted).
- Hmmm.. lib file size starting to get too big...
2010 10 28 - r25 (54.480 kb)
WebGLRenderernow up to date with other renderers! (alteredq)- .obj to .js python converter (alteredq)
- Blender 2.54 exporter
- Added
MeshFaceMaterial(multipass per face) - Reworked
CanvasRendererandSVGRenderermaterial handling
2010 10 06 - r18 (44.420 kb)
- Added
PointLight CanvasRendererandSVGRendererbasic lighting support (ColorStroke/ColorFill only)Renderer>Projector.CanvasRenderer,SVGRendererandDOMRendererdo not extend anymore- Added
computeCentroidsmethod toGeometry
2010 09 17 - r17 (39.487 kb)
- Added
Light,AmbientLightandDirectionalLight(philogb) WebGLRendererbasic lighting support (philogb)- Memory optimisations
2010 08 21 - r16 (35.592 kb)
- Workaround for Opera bug (clearRect not working with context with negative scale)
- Additional
Matrix4andVector3methods
2010 07 23 - r15 (32.440 kb)
- Using new object
UVinstead ofVector2where it should be used - Added
Mesh.flipSidedboolean (false by default) CanvasRendererwas handling UVs at 1,1 as bitmapWidth, bitmapHeight (instead of bitmapWidth - 1, bitmapHeight - 1)ParticleBitmapMaterial.offsetadded- Fixed gap when rendering
Face4withMeshBitmapUVMappingMaterial
2010 07 17 - r14 (32.144 kb)
- Refactored
CanvasRenderer(more duplicated code, but easier to handle) Face4now supportsMeshBitmapUVMappingMaterial- Changed order of
*StrokeMaterialparameters. Now it'scolor,opacity,lineWidth. BitmapUVMappingMaterial>MeshBitmapUVMappingMaterialColorFillMaterial>MeshColorFillMaterialColorStrokeMaterial>MeshColorStrokeMaterialFaceColorFillMaterial>MeshFaceColorFillMaterialFaceColorStrokeMaterial>MeshFaceColorStrokeMaterialColorStrokeMaterial>LineColorMaterialRectangle.instersectsreturned false with rectangles with 0px witdh or height
2010 07 12 - r13 (29.492 kb)
- Added
ParticleCircleMaterialandParticleBitmapMaterial Particlenow useParticleCircleMaterialinstead ofColorFillMaterialParticle.size>Particle.scale.xandParticle.scale.yParticle.rotation.zfor rotating the particleSVGRenderercurrently out of sync
2010 07 07 - r12 (28.494 kb)
- First version of the
WebGLRenderer(ColorFillMaterialandFaceColorFillMaterialby now) Matrix4.lookAtfix (CanvasRendererandSVGRenderernow handle the -Y)Colornow using 0-1 floats instead of 0-255 integers
2010 07 03 - r11 (23.541 kb)
- Blender 2.5 exporter (utils/export_threejs.py) now exports UV and normals (Thx kikko)
Scene.add>Scene.addObject- Enabled
Scene.removeObject
2010 06 22 - r10 (23.959 kb)
- Changed Camera system. (Thx Paul Brunt)
Object3D.overdraw = trueto enable CanvasRenderer screen space point expansion hack.
2010 06 20 - r9 (23.753 kb)
- JSLinted.
autoClearproperty for renderers.- Removed SVG rgba() workaround for WebKit. (WebKit now supports it)
- Fixed matrix bug. (transformed objects outside the x axis would get infinitely tall :S)
2010 06 06 - r8 (23.496 kb)
- Moved UVs to
Geometry. CanvasRendererexpands screen space points (workaround for antialias gaps).CanvasRenderersupportsBitmapUVMappingMaterial.
2010 06 05 - r7 (22.387 kb)
- Added Line Object.
- Workaround for WebKit not supporting rgba() in SVG yet.
- No need to call updateMatrix(). Use .autoUpdateMatrix = false if needed. (Thx Gregory Athons).
2010 05 17 - r6 (21.003 kb)
- 2d clipping on
CanvasRendererandSVGRenderer clearRectoptimisations onCanvasRenderer
2010 05 16 - r5 (19.026 kb)
- Removed Class.js dependency
- Added
THREEnamespace Camera.x->Camera.position.xCamera.target.x>Camera.target.position.xColorMaterial>ColorFillMaterialFaceColorMaterial>FaceColorFillMaterial- Materials are now multipass (use array)
- Added
ColorStrokeMaterialandFaceColorStrokeMaterial geometry.faces.aare now indexes instead of references
2010 04 26 - r4 (16.274 kb)
SVGRendererParticle renderingCanvasRendererusescontext.setTransformto avoid extra calculations
2010 04 24 - r3 (16.392 kb)
- Fixed incorrect rotation matrix transforms
- Added
PlaneandCubeprimitives
2010 04 24 - r2 (15.724 kb)
- Improved
Colorhandling
2010 04 24 - r1 (15.25 kb)
- First alpha release























