A new way to work with three.js, 3D models and rendering on the web.
ThreePipe — Github — Examples — API Reference — WebGi
ThreePipe is a 3D framework built on top of three.js in TypeScript with a focus on rendering quality, modularity, and extensibility.
Key features include:
Code samples and demos covering various usecases and test are present in the examples folder.
Try them: https://threepipe.org/examples/
View the source code by pressing the code button on the top left of the example page.
To make changes and run the example, click on the CodePen button on the top right of the source code.
<canvas id="three-canvas" style="width: 800px; height: 600px;"></canvas>
<script type="module">
import {ThreeViewer, DepthBufferPlugin} from 'https://threepipe.org/dist/index.mjs'
const viewer = new ThreeViewer({canvas: document.getElementById('three-canvas')})
// Add some plugins
viewer.addPluginSync(new DepthBufferPlugin())
// Load an environment map
const envPromise = viewer.setEnvironmentMap('https://threejs.org/examples/textures/equirectangular/venice_sunset_1k.hdr')
const modelPromise = viewer.load('https://threejs.org/examples/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf', {
autoCenter: true,
autoScale: true,
})
Promise.all([envPromise, modelPromise]).then(([env, model]) => {
console.log('Loaded', model, env, viewer)
})
</script>
Check it in action: https://threepipe.org/examples/#html-sample/
Check out the details about the ThreeViewer API and more plugins below.
npm install threepipe
First, create a canvas element in your HTML page:
<canvas id="three-canvas" style="width: 800px; height: 600px;"></canvas>
Then, import the viewer and create a new instance:
import {ThreeViewer, IObject3D} from 'threepipe'
// Create a viewer
const viewer = new ThreeViewer({canvas: document.getElementById('three-canvas') as HTMLCanvasElement})
// Load an environment map
await viewer.setEnvironmentMap('https://threejs.org/examples/textures/equirectangular/venice_sunset_1k.hdr')
// Load a model
const result = await viewer.load<IObject3D>('https://threejs.org/examples/models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf', {
autoCenter: true,
autoScale: true,
})
That's it! You should now see a 3D model on your page.
The 3D model can be opened in the editor to view and edit the scene settings, objects, materials, lights, cameras, post-processing, etc. and exported as a GLB file. All settings are automatically serialized and saved in the GLB file, which can be loaded into the viewer. Any plugins used in the editor can be added to the viewer to add the same functionality. The plugin data is automatically loaded(if the plugin is added) when the model is added to the scene.
The viewer initializes with a Scene, Camera, Camera controls(Orbit Controls), several importers, exporters and a default rendering pipeline. Additional functionality can be added with plugins.
Check out the GLTF Load example to see it in action or to check the JS equivalent code: https://threepipe.org/examples/#gltf-load/
Check out the Plugins section below to learn how to add additional functionality to the viewer.
The core framework(src, dist, examples folders) and any plugins without a separate license are under the Free Apache 2.0 license.
Some plugins(in the plugins folder) might have different licenses. Check the individual plugin documentation and the source folder/files for more details.
The project is in alpha
stage and under active development. Many features will be added but the core API will not change significantly in future releases.
Check out WebGi for an advanced tailor-made solution for e-commerce, jewelry, automobile, apparel, furniture etc.
Check the list of all functions, classes and types in the API Reference Docs.
Check out WebGi - Premium Photo-realistic 3D rendering framework and tools for web applications and online commerce along with custom modules and rendering solutions for e-commerce, jewelry, automobile, apparel, furniture and other retail applications.
Contributions to ThreePipe are welcome and encouraged! Feel free to open issues and pull requests on the GitHub repository.
ThreePipe Asset Manager supports the import of the following file formats out of the box:
Plugins can add additional formats:
Plugins to support more model formats are available in the package @threepipe/plugin-extra-importers including .3ds, .3mf, .collada, .amf, .bvh, .vox, .gcode, .mdd, .pcd, .tilt, .wrl, .mpd, .vtk, .xyz
ThreePipe uses the AssetManager to load files. The AssetManager has support for loading files from URLs, local files and data URLs. The AssetManager also adds support for loading files from a zip archive. The zip files are automatically unzipped, and the files are loaded from the zip archive.
viewer.load() is a high-level wrapper for loading files from the AssetManager. It automatically adds the loaded object to the scene and returns a promise that resolves to the loaded object, the materials are also automatically registered to the material manager.
AssetManager internally uses AssetImporter, which provides a low-level API for managing three.js LoadingManager and adding and registering loaders for different file types.
If the purpose is not to add files to the scene then viewer.assetManager.importer.import() method can be used
to import files from the AssetImporter
.
viewer.assetManager.loadImported()](https://threepipe.org/docs/classes/AssetManager.html#loadImported)
can then be called to load the imported files after any processing.
The viewer.load()
, viewer.assetManager.addAsset()
and viewer.assetManager.addAssetSingle()
methods perform combination of import
and loadImported
.
The 3d models are added to viewer.scene.modelRoot
on viewer.load
unless some option is specified.
const objectGlb = await viewer.load<IObject3D>('https://example.com/file.glb')
const objectFbx = await viewer.load<IObject3D>('https://example.com/file.fbx')
const objectObj = await viewer.load<IObject3D>('https://example.com/file.obj') // .mtl referenced in obj is automatically loaded
// ... load any 3d model file as an object
Here, we are casting to IObject3D type
to get the proper type and autocomplete for the object.
IObject3D
inherits Object3D from three.js and adds some additional properties.
For JavaScript, the type can be omitted.
const objectGlb = await viewer.load('https://example.com/file.glb')
When loading models, several options can be passed to automatically process the model first time, like autoScale
, autoCenter
, addToRoot
etc. Check AddObjectOptions and ImportAddOptions for more details.
The materials downloaded as PMAT/BMAT/JSON etc from threepipe,
webgi or the editor can be loaded
and registered with the MaterialManager
using the viewer.load
method.
Custom material types can also be registered by plugins(like dmat for diamonds), which can also be loaded automatically using the viewer.load
method.
const pMaterial = await viewer.load<PhysicalMaterial>('https://example.com/file.pmat')
const bMaterial = await viewer.load<UnlitMaterial>('https://example.com/file.bmat')
// ... load any material file as a material
Casting to PhysicalMaterial or UnlitMaterial is optional but recommended to get the proper type and autocomplete for the material.
To assign the material on any object, set it to object.material
// find a loaded mesh in the scene
const object = viewer.scene.getObjectByName('objectName');
// assign the material
object.material = pMaterial;
To copy the properties without changing the material reference, use material.copy()
or material.setValues()
methods.
object.material.copy(pMaterial);
// or use material manager to apply to multiple materials.
viewer.assetManager.materialManager.applyMaterial(pMaterial, 'METAL') // apply props to all materials/objects with the name METAL
TODO: add examples for material load and copy
Images can be loaded using the viewer.load
method.
There is built-in support for loading all image formats supported by the browser (webp, png, jpeg, jpg, svg, ico, avif) and hdr, exr, hdr.png formats for all browsers.
More formats like ktx2, ktx, etc. can be added using plugins.
const texture = await viewer.load<ITexture>('https://example.com/file.png')
// ... load any image file as a texture
Casting to ITexture is optional but recommended to get the proper type and autocomplete for the texture. It inherits from three.js Texture and adds some additional properties.
To assign the texture on any material, set it to material.map
// find a loaded mesh in the scene
const object = viewer.scene.getObjectByName('objectName');
const material = object.material as PhysicalMaterial;
// assign the texture
material.map = texture;
material.setDirty() // to let the viewer know that the material has changed and needs to re-render the scene. This will also trigger fade effect if FrameFadePlugin is added.
Check out the image load example to see it in action or to check the JS equivalent code: https://threepipe.org/examples/#image-load/
.zip files are automatically unzipped and the files are sent to re-load recursively when loaded with viewer.load
.
Any level of zip hierarchy is flattened.
Loading files like .gltf with references to assets inside the zip file,
any relative references are also automatically resolved.
This is supported for file types like gltf, glb, obj,
etc which support references to external files and has root
set to `true in IImporter.
const objectGltf = await viewer.load<IObject3D>('https://example.com/model.gltf.zip')
If we know that the zip file contains a single gltf with all the assets, we can cast the result to IObject3D type.
To load multiple assets from zip files like multiple textures or materials, use viewer.assetManager.addAsset
method which returns a promise of array of loaded assets.
const textures = await viewer.assetManager.addAsset<ITexture[]>('https://example.com/textures.zip')
const materials = await viewer.assetManager.addAsset<IMaterial[]>('https://example.com/materials.zip')
The auto import of zip contents can be disabled to get the files and blobs in the zip
const zip = await viewer.load<any>('https://example.com/file.zip', {autoImportZipContents: false})
TODO - add example for loading zip files.
Text and JSON files can be loaded using the viewer.load
method and return strings and objects respectively.
const text = await viewer.load<string>('https://example.com/file.txt')
const json = await viewer.load<any>('https://example.com/file.json')
Data URLs can be loaded using the viewer.load
method. The correct mime-type is required to be set in the data URL for finding the correct importer.
const dataUrl = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUA' // ... some data url
const texture = await viewer.load<ITexture>(dataUrl)
Local files can be loaded using the viewer.load
method by passing a IAsset object with File or Blob object.
const file: File|Blob = fileObject // create a new file, blob or get from input element
const text = await viewer.load<IObject>({
// a path/name is required to determine the proper importer by extension. `file.name` can also be used if available
path: 'file.glb',
file
})
The same can be done for any file type.
To load a Map
of files(like when multiple files are dragged and dropped on the webpage) with internal references to other files, use viewer.assetManager.importer.importFiles
method. Check the source for DropzonePlugin for an example.
The background and environment maps can be set using the viewer.setBackgroundMap
and viewer.setEnvironmentMap
methods respectively. These accept both loaded textures from viewer.load
and direct URLs. Files can be of any image format including hdr, exr.
await viewer.setEnvironmentMap('https://example.com/file.hdr')
await viewer.setBackgroundMap('https://example.com/file.png')
The same texture can be set to both by setting setBackground
or setEnvironment
to true in the options:
await viewer.setEnvironmentMap('https://example.com/file.hdr', {setBackground: true})
Check the HDR Load example to see it in action: https://threepipe.org/examples/#hdr-load/
SVG strings can be converted to data urls using the svgUrl string template function
const svgDataUrl = svgUrl`<svg viewBox="0 0 100 100" xmlns="http://www.w3.org/2000/svg"> ... </svg>`;
const texture = await viewer.load<ITexture>(dataUrl)
Custom file importers/loaders can be registered to the AssetImporter
using the addImporter
method.
class CustomLoader extends FileLoader implements ILoader{
constructor(manager?: LoadingManager) {
super(manager);
}
load(url: string, onLoad: (data: any) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): Mesh {
this.setResponseType('json')
return super.load(url, (json: any)=>{
const mat = new PhysicalMaterial(json)
onLoad?.(mat)
}, onProgress, onError)
}
}
viewer.assetManager.importer.addImporter(new Importer(CustomLoader, ['ext'], ['mime/type'], false))
// load the file
const mat = await viewer.load<PhysicalMaterial>('https://example.com/file.ext')
Threepipe has support for exporting various asset type with AssetManager, as well as support to export viewer and plugin configuration, arbitrary objects etc using the serialization system.
viewer.export() is a high-level wrapper for exporting scene objects, materials, textures, render targets, viewer/scene configuration and plugin configurations.
AssetManager internally uses AssetExporter to export files. AssetExporter includes some basic exporters for glb, exr, textures, and materials and a system to register exporters for different file types with plugins or custom exporters.
Export the root scene as glb
const blob = await viewer.exportScene({
viewerConfig: true, // default = true. export all viewer and plugin configuration. if false only the model root object is exported.
})
// download the file
downloadBlob(blob, 'scene.glb')
Export a single object from the scene as glb
const object = viewer.scene.getObjectByName('objectName');
const glb: Blob = await viewer.export(object, {
exportExt: 'glb', // default = glb for models
embedUrlImages: true, // default = false. embed images in glb even when url is available.
})
// download the file
downloadBlob(glb, 'object.glb')
Check the example glb-export to see a demo.
Export a material
const material = viewer.assetManager.materialManager.findMaterialsByName('materialName')[0];
// or
// const material = viewer.scene.getObjectByName('objectName').material;
const blob = await viewer.export(material)
// download the file
downloadBlob(blob, 'material.' + blob.ext)
Check the example pmat-material-export to see a demo.
Canvas Screenshot/snapshot can be exported as png, jpeg or webp(if supported by the browser)
const blob = await viewer.getScreenshotBlob({mimeType: 'image/' + type, quality: 0.85})
// or to get data url:
// const dataUrl = await viewer.getScreenshotDataUrl({mimeType: 'image/' + type, quality: 0.85})
// download the file
downloadBlob(blob, 'screenshot.' + blob.ext)
Check the example image-snapshot-export to see a demo.
Textures can be exported to JSON using viewer.export
or AssetExporter
const texture = await viewer.load('https://example.com/file.jpeg')
const blob = await viewer.export(texture)
downloadBlob(blob, texture.name + '.' + blob.ext)
Render target textures can be exported with viewer.renderManager.exportRenderTarget
or viewer.export
,
read about Exporting Render Targets below.
TODO: add examples for texture export
Textures and Uint8 Data Textures can be exported as a data url or copied to a new canvas
// get a base64 data url
const dataUrl = textureToDataUrl(texture, 4096, false, 'image/png') // texture or data texture, max-size, flipY, mimeType
// or copy to a new canvas
const canvas = textureToCanvas(texture, 4096) // texture or data texture, max-size
Data Textures of type Half float and Float can be exported with viewer.export
const dataTex = await viewer.load('https://example.com/file.hdr')
const blob = await viewer.export(dataTexture, {exportExt: 'exr'})
Check the example hdr-to-exr to see a demo of HDR to EXR conversion.
TODO: add support to export unsigned byte textures as png, jpeg, webp
Exporting Textures as Images with image of types ImageBitmap, HTMLImageElement, HTMLOrSVGImageElement, CanvasImageSource, HTMLCanvasElement, OffscreenCanvas can be exported to png data urls with imageBitmapToBase64 function.
const texture = await viewer.load('https://example.com/file.jpeg')
const dataUrl = await imageBitmapToBase64(texture.image, 'image/png', 0.85);
TODO: add support for texture export as images in AssetExporter
Unsigned byte render targets can be exported as png, jpeg or webp(if supported by the browser)
const depthPlugin = viewer.addPluginSync(DepthBufferPlugin, UnsignedByteType)
// wait for the first render
const blob = await viewer.export(depthPlugin.target!, {exportExt: 'png'})
if (blob) downloadBlob(blob, target.texture.name + '.' + blob.ext)
Half float and float render targets can be exported as exr
const depthPlugin = viewer.addPluginSync(DepthBufferPlugin, HalfFloatType)
// wait for the first render
const blob = await viewer.export(depthPlugin.target!, {exportExt: 'exr'})
if (blob) downloadBlob(blob, target.texture.name + '.' + blob.ext)
Note: exportExt
is determined automatically if not specified.
Threepipe includes a RenderManager for managing the composition pipeline, and provides helpers for rendering and render target management.
The RenderManager includes a EffectComposer from three.js for rendering passes and a WebGLRenderer for rendering, but the pass management and sorting is managed by the RenderManager itself.
The RenderManager inherits from RenderTargetManager which provides utilities for creating, tracking and destroying dedicated and temporary render targets.
Render targets can be created
using the viewer.renderManager.createTarget
and viewer.renderManager.createTargetCustom
methods.
These can then be disposed using the viewer.renderManager.disposeTarget
method when not needed anymore.
Or to create temp targets for one time use viewer.renderManager.getTempTarget
and viewer.renderManager.releaseTempTarget
methods.
can be used.
All created render targets are tracked in the RenderManager,
and are resized and disposed automatically when needed along with the viewer.
const newTarget = viewer.renderManager.createTarget({sizeMultiplier: 1})
// or
const newTarget2 = viewer.renderManager.createTarget({size: {
width: 1024,
height: 1024,
},
type: HalfFloatType
})
// or clone an existing target
const newTarget3 = viewer.renderManager.composerTarget.clone()
// for multi-sample render target
const newTarget4 = viewer.renderManager.createTarget({sizeMultiplier: 1, samples: 4})
// or create a custom target
const newTarget5 = viewer.renderManager.createTargetCustom(
{width: 1024, height: 1024},
{type: HalfFloatType},
WebGLCubeRenderTarget
)
// dispose targets
viewer.renderManager.disposeTarget(newTarget)
viewer.renderManager.disposeTarget(newTarget2)
viewer.renderManager.disposeTarget(newTarget3)
viewer.renderManager.disposeTarget(newTarget4)
viewer.renderManager.disposeTarget(newTarget5)
// get a temporary target
const tempTarget = viewer.renderManager.getTempTarget({sizeMultiplier: 1})
// release the temporary target
viewer.renderManager.releaseTempTarget(tempTarget)
Note: Render targets created with a sizeMultiplier are automatically resized when the canvas is resized.
By default, the render pipeline includes 2 passes - RenderPass for rendering the scene hierarchy and ScreenPass for rendering the final output on the canvas.
More passes can be added and removed from the pipeline using the registerPass and unregisterPass methods.
The pipeline passes need to follow the interface of IPipelinePass and IPipelinePassPlugin. Which adds some important parameters over the three.js Pass, like pass id and support for defining where the pass should be added in the pipeline and it's dependants.
const pass = new GBufferRenderPass('customPass', viewer.renderManager.createTarget({sizeMultiplier: 1}))
pass.before = ['render'] // Add the pass before the render pass
pass.after = [] // Add the pass after these passes (none in this case)
pass.required = ['render'] // render pass is required to be in the pipeline for this
viewer.renderManager.registerPass(pass)
Note: See PipelinePassPlugin for an abstract plugin that provides the boilerplate to create a plugin that registers a custom pass in the pipeline. Check NormalBufferPlugin for an example of that.
Note: All effects in post-processing or material extension need not be a separate pass in the pipeline. Most effects can be achieved with either extending the scene object material shaders or the Screen Pass material shader using Material extension system
Threepipe includes a Material extension system along with a material manager. The material manager is used to register materials and material extensions.
The material extensions are used to extend any material in the scene, or any plugin/pass with additional uniforms, defines, shader snippets and provides hooks.
The material extensions are automatically applied to all materials in the scene that are compatible, when the extension is registered or when the material is added to the scene.
Threepipe includes several built-in materials like
PhysicalMaterial,
UnlitMaterial,
ExtendedShaderMaterial, LegacyPhongMaterial,
that include support for extending the material.
Any three.js material can be made extendable,
check the ShaderPass2
class for a simple example that adds support for material extension to three.js ShaderPass.
The material extensions must follow the MaterialExtension interface.
Many plugins create their own material extensions either for the scene materials or shader passes(like the screen pass).
Some plugins like DepthBufferPlugin
also provides helper material extensions for other custom plugins
to fetch value in the depth buffer.
A sample material extension
const extension: MaterialExtension = {
shaderExtender: (shader)=> {
// change the shader properties like shader.fragmentShader, etc
},
parsFragmentSnippet: ` // add some code before the main function in the fragment shader
uniform sampler2D tTexture;
uniform float opacity;
`,
extraUniforms: {
tTexture: ()=>({value: getTexture()}),
opacity: {value: 1}
// add additional uniforms, these can be IUniform or functions that return IUniform
},
extraDefines: {
['DEPTH_PACKING']: BasicDepthPacking,
['SOME_DEFINE']: ()=>"1",
// add additional defines, these can be values or functions that return values
},
priority: 100, // priority when using multiple extensions on the same material
isCompatible: (material) => material.isMeshBasicMaterial, // check if the material is compatible with this extension,
computeCacheKey: (material) => material.uuid, // a custom cache key for the material extension. Shader is recompiled when this is changed
onObjectRender: (object: Object3D, material: IMaterial) => {
// called when some object is rendererd which has a material with this extension.
},
// uiConfig
// check more properties and hooks in the MaterialExtension interface
}
// The extension can be registered to all the materials using the MaterialManager
viewer.assetManager.materialManager.registerMaterialExtension(extension)
// or register it on a single material (like the Screen Pass)
viewer.renderManager.screenPass.material.registerMaterialExtensions([extension])
Most of the classes and plugins in Threepipe include uiconfig.js support
and can be used to create configuration UIs, 3d configurators and even full-editors.
The UIs are automatically generated based on the configuration object under .uiConfig
property on all objects.
These are of type UiObjectConfig.
In some classes, the ui configs are also generated using typescript decorators.
The uiConfig
is also added to all three.js objects and materials when they are added to the scene.
The UIs can be generated at runtime using any of the UI plugins like TweakpaneUIPlugin.
An example showing how to create a UI for a material
const ui = viewer.addPluginSync(TweakpaneUiPlugin)
const object = viewer.scene.getObjectByName('objectName');
const material = object.material as PhysicalMaterial;
ui.appendChild(material.uiConfig)
See it in action: https://threepipe.org/examples/#material-uiconfig/
Check more examples showing Viewer UI, Scene UI, Object UI, Camera UI
TweakpaneEditorPlugin further uses the Tweakpane configuration panel along with various plugins to create an 3d editor.
Custom UI configuration can be created to generate custom UI for the editor or tweaking. This can be done by using typescript decorators or defining the UI in javascript as a UiObjectConfig object.
Here is a sample of extending the orbit controls class with decorators to automatically generate UI.
@uiPanelContainer('Orbit Controls')
export class OrbitControlsWithUi extends OrbitControls implements IUiConfigContainer {
// for autocomplete
uiConfig?: UiObjectConfig<void, 'panel'>
@uiToggle() enabled = true
@uiToggle() dollyZoom = false
@uiToggle() enableDamping = true
@uiInput() dampingFactor = 0.08
@uiToggle() autoRotate = false
@uiInput() autoRotateSpeed = 2.0
@uiToggle() enableZoom = true
@uiInput() zoomSpeed = 0.15
@uiInput() maxZoomSpeed = 0.20
@uiToggle() enableRotate = true
@uiInput() rotateSpeed = 2.0
@uiToggle() enablePan = true
@uiInput() panSpeed = 1.0
@uiInput() autoPushTarget = false
@uiInput() autoPullTarget = false
@uiInput() minDistance = 0.35
@uiInput() maxDistance = 1000
@uiInput() minZoom = 0.01
@uiInput() maxZoom = 1000
@uiInput() minPolarAngle = 0
@uiInput() maxPolarAngle = Math.PI
@uiInput() minAzimuthAngle = -10000 // should be -Infinity but this breaks the UI
@uiInput() maxAzimuthAngle = 10000
}
Check out the full source code: ./src/three/controls/OrbitControls3.ts for proper implementation
See it in action: https://threepipe.org/examples/#camera-uiconfig/ Open the Camera UI and click on the Orbit Controls panel.
There are many available decorators like uiToggle
, uiSlider
, uiInput
, uiNumber
, uiColor
, uiImage
.
Check the complete list in the uiconfig.js documentation.
The UI configuration can also be created using json objects in both typescript and javascript
const viewer = new ThreeViewer({...})
const ui = viewer.addPluginSync(TweakpaneUiPlugin)
const state = {
position: new Vector3(),
scale: 1,
}
ui.appendChild({
type: 'folder',
label: 'Custom UI',
children: [
{
type: 'vec3',
label: 'Position',
property: [state, 'position']
},
{
type: 'slider',
label: ()=>'Scale', // everything can be a function as well.
property: [state, 'scale'],
bounds: [1, 2],
stepSize: 0.1,
}
]
})
TODO: create example/codepen for this
Easy serialization of all threepipe and most three.js objects are supported out of the box using the Asset Manager. Fine control over serialization is also supported using the ThreeSerialization class
Call ThreeSerialization.serialize
on any object to serialize it.
and ThreeSerialization.deserialize
to deserialize the serialized object.
This is done by performing a nested serialization of all the properties of the object. It's possible to implement custom serializers for custom types and classes and is done for three.js primitives, objects and plugins in threepipe
To make a custom data class that is serializable,
mark it using @serializable
decorator and any properties using @serialize
decorator.
@serializable('DataClass')
class DataClass{
@serialize() prop1 = 1
@serialize() prop2 = 'string'
@serialize() prop3 = new Vector3()
@serialize() prop4 = new PhysicalMaterial()
@serialize() prop4 = {
prop1: 1,
prop2: 'string',
prop3: new Vector3(),
prop4: new PhysicalMaterial(),
}
}
const data = new DataClass()
const serialized = ThreeSerialization.serialize(data)
const deserialized = ThreeSerialization.deserialize(serialized)
The classes without a @serializable
decorator are serialized as plain objects.
These can still include @serialize
decorator to mark the properties are serializable
but these classes cannot be deserialized into a new instance of the class.
The ThreeViewer and plugins are an example of these.
When deserialized they need an object to deserialize into.
This ensures there is always just one instance.
With this, the serialization system works like toJSON
and fromJSON
methods in three.js.
Check the plugin system below for more details on how to mark properties as serializable for plugins.
class CustomClass{
@serialize() prop1 = 1
@serialize() prop2 = 'string'
@serialize() prop3 = new Vector3()
@serialize() prop4 = new PhysicalMaterial()
}
const obj = new DataClass()
const serialized = ThreeSerialization.serialize(data)
// now to deserialize we need to pass in the object to deserialize into
ThreeSerialization.deserialize(serialized, obj)
Threepipe includes a plugin system for adding additional features to the viewer in a modular way.
The plugins can be added synchronously or asynchronously using viewer.addPluginSync
and viewer.addPlugin
methods respectively.
It is recommended to create custom plugins for reusable features, as they provide built-in features for ui configuration, serialization, integration with editors etc and are easy to manage and tree-shake in the code.
Check out the list of plugins in the Plugin List section below.
To create new plugins,
simply implement the IViewerPlugin
interface or extend the AViewerPluginSync or AViewerPluginAsync classes.
The only difference is that in async the onAdded
and onRemove
functions are async
Here is a sample plugin
@uiFolder("Sample Plugin") // This creates a folder in the Ui. (Supported by TweakpaneUiPlugin)
export class SamplePlugin extends AViewerPluginSync<"sample-1" | "sample-2"> {
// These are the list of events that this plugin can dispatch.
static readonly PluginType = "SamplePlugin"; // This is required for serialization and handling plugins. Also used in viewer.getPluginByType()
@uiToggle() // This creates a checkbox in the Ui. (Supported by TweakpaneUiPlugin)
@serialize() // Adds this property to the list of serializable. This is also used when serializing to glb in AssetExporter.
enabled = true;
// A plugin can have custom properties.
@uiSlider("Some Number", [0, 100], 1) // Adds a slider to the Ui, with custom bounds and step size (Supported by TweakpaneUiPlugin)
@serialize("someNumber")
@onChange(SamplePlugin.prototype._updateParams) // this function will be called whenevr this value changes.
val1 = 0;
// A plugin can have custom properties.
@uiInput("Some Text") // Adds a slider to the Ui, with custom bounds and step size (Supported by TweakpaneUiPlugin)
@onChange(SamplePlugin.prototype._updateParams) // this function will be called whenevr this value changes.
@serialize()
val2 = "Hello";
@uiButton("Print Counters") // Adds a button to the Ui. (Supported by TweakpaneUiPlugin)
public printValues = () => {
console.log(this.val1, this.val2);
this.dispatchEvent({ type: "sample-1", detail: { sample: this.val1 } }); // This will dispatch an event.
}
constructor() {
super();
this._updateParams = this._updateParams.bind(this);
}
private _updateParams() {
console.log("Parameters updated.");
this.dispatchEvent({ type: "sample-2" }); // This will dispatch an event.
}
onAdded(v: ThreeViewer): void {
super.onAdded(v);
// Do some initialization here.
this.val1 = 0;
this.val2 = "Hello";
v.addEventListener("preRender", this._preRender);
v.addEventListener("postRender", this._postRender);
v.addEventListener("preFrame", this._preFrame);
v.addEventListener("postFrame", this._postFrame);
this._viewer!.scene.addEventListener("addSceneObject", this._objectAdded); // this._viewer can also be used while this plugin is attached.
}
onRemove(v: ThreeViewer): void {
// remove dispose objects
v.removeEventListener("preRender", this._preRender);
v.removeEventListener("postRender", this._postRender);
v.removeEventListener("preFrame", this._preFrame);
v.removeEventListener("postFrame", this._postFrame);
this._viewer!.scene.removeEventListener("addSceneObject", this._objectAdded); // this._viewer can also be used while this plugin is attached.
super.onRemove(v);
}
private _objectAdded = (ev: IEvent<any>) => {
console.log("A new object, texture or material is added to the scene.", ev.object);
};
private _preFrame = (ev: IEvent<any>) => {
// This function will be called before each frame. This is called even if the viewer is not dirty, so it's a good place to do viewer.setDirty()
};
private _preRender = (ev: IEvent<any>) => {
// This is called before each frame is rendered, only when the viewer is dirty.
};
// postFrame and postRender work the same way as preFrame and preRender.
}
Notes:
super.onAdded
this.dispatchEvent
, and subscribed to with plugin.addEventListener
. The event type must be described in the class signature for typescript autocomplete to work.onAdded
and onRemove
functions for the viewer and other plugins.serializeWithViewer = false
to disable serialization with the viewer in config and glb or toJSON: any = undefined
to disable serialisation entirelyCheck various plugins in the source code for more examples.
ThreeViewer - is the main entry point to 3d rendering on the canvas.
.renderManager
: ViewerRenderManager & RenderManager & RenderTargetManager - Render manager for managing the rendering and composition pipeline, and provides helpers for rendering and render target management
.renderer
: IWebGLRenderer - for rendering. Instance of three.js WebGLRenderer.composer
: EffectComposer2 - for rendering passes. Instance of three.js EffectComposer.context
: WebGLRenderingContext - WebGL rendering context.renderPass
: ExtendedRenderPass - Render pass for rendering the scene. Instance of three.js RenderPass with extra features.screenPass
: ScreenPass - Screen pass for rendering the final output. Instance of three.js ShaderPass with extra features..scene
: RootScene - Main scene used for rendering. Instance of three.js Scene
.mainCamera
: PerspectiveCamera2 - Main camera currently being used for rendering. Instance of three.js PerspectiveCamera.assetManager
: AssetManager - Asset manager for loading, managing and exporting assets
.importer
: AssetImporter - for importing assets.exporter
: AssetExporter - for exporting assets.materialManager
: MaterialManager - for managing materials and material extensions.plugins
: Record
<string
, IViewerPlugin> - Plugins added to the viewer.uiConfig
: UiObjectConfig - UI confguration for the viewer. Used to automatically generate UIs for the viewer and plugins.Source Code: src/viewer/ThreeViewer.ts
API Reference: ThreeViewer
ThreeViewer
is the main entry point to the viewer. It provides all the API for managing the scene, camera, rendering, plugins, etc.
It is initialized with either a canvas element or a HTMLElement
for the container.
The canvas element is used for rendering, and the options are used to configure the viewer.
If the canvas element is not provided, a new canvas element is created and appended to the container.
More options can be passed in the constructor to configure various built-in plugins and rendering features in the viewer.
import {ThreeViewer, CameraViewPlugin} from 'threepipe'
// Create a viewer. All options except canvas/container are optional
const viewer = new ThreeViewer({
canvas: document.getElementById('mcanvas') as HTMLCanvasElement,
// or a container like:
// container: document.getElementById('mcontainer'),
// container: document.body,
// Set the render scale to render at device resolution
renderScale: window.devicePixelRatio,
// modify the screen shader: See ScreenPass and ScreenPass.glsl for more details
screenShader: `diffuseColor = diffuseColor * 2.0;`,
// Add TonemapPlugin
tonemap: true,
// Use MSAA(anti-aliasing)
msaa: false,
// Use Uint8 RGBM HDR Render Pipeline. Provides better performance with post-processing. RenderManager Uses Half-float if set to false.
rgbm: true,
// Use rendered gbuffer as depth-prepass / z-prepass.
zPrepass: false,
// Options for AssetManager
assetManager: {
// Use a custom CacheStorage
storage: caches.open('threepipe-assetmanager'),
},
// Use DropzonePlugin to add support for file drag and drop
// Enable and set properties
dropzone: {
// Set allowed extensions
allowedExtensions: ['png', 'glb', 'gltf'],
// Automatically add downloaded assets
autoAdd: true
// autoImport: true,
// domElement: document.body,
// addOptions: { ... }
// importOptions: { ... }
},
// By default its false
// dropzone: false,
// To Enable without options
// dropzone: true
// Add some plugins after viewer creation.
plugins: [CameraViewPlugin, new CustomPlugin()],
// Shorthand to load files immediately after viewer initialization
load: {
src: 'https://example.com/file.glb',
environment: 'https://example.com/file.hdr',
background: 'https://example.com/file.png',
},
onLoad: (viewer) => {
// Called when all the files are loaded
},
})
Check the interface ThreeViewerOptions for all the options.
To dispose off the viewer and all its resources call viewer.dispose()
method.
To dispose only the scene objects and not the complete viewer, use viewer.scene.disposeSceneModels()
import {ThreeViewer, TonemapPlugin, DepthBufferPlugin, NormalBufferPlugin} from 'threepipe'
const viewer = new ThreeViewer({...})
// Add a plugin
const plugin = viewer.addPluginSync(new TonemapPlugin())
// plugins can be added with just the class also
const plugin2 = viewer.addPluginSync(TonemapPlugin)
// Add multiple plugins at once
viewer.addPluginsSync([
TonemapPlugin,
new NormalBufferPlugin(),
DepthBufferPlugin,
// ...
])
// Get a plugin
const plugin3 = viewer.getPlugin(TonemapPlugin)
// Get or add a plugin, when not sure if the plugin is already added
const plugin4 = viewer.getOrAddPluginSync(TonemapPlugin)
// Remove a plugin
viewer.removePluginSync(TonemapPlugin)
Note: all sync functions above have async counterparts like addPlugin
, getOrAddPlugin
,
removePlugin
that are used for async plugins.
There are no async plugins built-in to threepipe yet.
import {ThreeViewer} from 'threepipe'
const viewer = new ThreeViewer({...})
// Load a 3d model
const object = await viewer.load<IObject3D>('https://example.com/file.glb')
// Load a material
const material = await viewer.load<PhysicalMaterial>('https://example.com/file.pmat')
// Load an image
const texture = await viewer.load<ITexture>('https://example.com/file.png')
// Import a model without adding to the scene
const imported = await viewer.import('https://example.com/file.glb')
// Export the complete scene with viewer configuraion
const exportedScene = await viewer.exportScene({})
// Export an object
const exported = await viewer.export(object)
// Export a material
const exportedMaterial = await viewer.export(material)
// Export a texture
const exportedTexture = await viewer.export(texture)
// Export viewer and plugins configurations
const exportedConfig = await viewer.export(viewer)
// Export plugin configuration
const exportedPlugin = await viewer.exportPlugin(viewer.getPlugin(PluginClass))
// Set Background Image
await viewer.setBackgroundMap('https://example.com/file.png')
// Set Environment Map
await viewer.setEnvironmentMap('https://example.com/file.hdr')
// Add an imported object or a created three.js object to the scene
viewer.addSceneObject(imported)
viewer.load
- Loads a single asset by path or IAsset object, and adds to the scene if its 3d object or loads it if it's a configuration It is the same as AssetManager.addAssetSingle. Use AssetManager.addAsset to load multiple assets from the same path like in case of zip bundles.
viewer.import
- Load a single asset but does not add to the scene or load the configuration. It is the same as AssetManager.importer.importSingle. Use AssetManager.importer.import to import multiple assets from the same path like in case of zip bundles.
viewer.export
- Exports an object, material, texture, render target or plugin configuration and returns a Blob. It is similar to AssetManager.exporter.exportObject but adds support for exporting plugin and self(viewer) configs.
viewer.exportScene
- Exports the scene model root and all configurations into a bundled glb
file and returns a blob.
viewer.exportPlugin
- Exports a plugin configuration and returns a blob.
viewer.setBackgroundMap
- Sets the background map to the given texture or url. Also sets it as environment map if setEnvironment
is true
in the options.
viewer.setEnvironmentMap
- Sets the environment map to the given texture or url. Also sets it as background if setBackground
is true
in the options.
viewer.addSceneObject
- Adds an imported object or a created three.js object to the scene model root. If an imported scene model root is passed, it will be loaded with viewer configuration, unless importConfig
is false
in the options.
import {ThreeViewer} from 'threepipe'
const viewer = new ThreeViewer({...})
// Add a callback to be called before every frame, irrespective of whether enything is being rendered that frame
viewer.addEventListener('preFrame', (ev)=>{
console.log(ev);
// change something
viewer.setDirty() // let the viewer know to re-render the scene from this frame
})
// Add a callback to be called after every frame, irrespective of whether enything was rendered that frame
viewer.addEventListener('postFrame', (ev)=>{
console.log(ev);
// change something
viewer.setDirty() // let the viewer know to re-render the scene from next frame
})
// Add a callback to be called before every render, only if something is being rendered that frame
viewer.addEventListener('preRender', (ev)=>{
// canvas is about to be rendered, or re-rendered for progressive rendering
console.log(ev, viewer.renderManager.frameCount);
})
// Add a callback to be called after every render, only if something was rendered that frame
viewer.addEventListener('postRender', (ev)=>{
// canvas is rendered, or re-rendered for progressive rendering
console.log(ev);
})
// Listen to viewer.setDirty() calls
viewer.addEventListener('update', (ev)=>{
// viewer.setDirty() was called by some plugin or code
console.log(ev);
})
// to remove an event listener, first keep a reference to the callback
const callback = (ev)=>{ return }
viewer.addEventListener('preFrame', callback)
// then remove it
viewer.removeEventListener('preFrame', callback)
// Add a callback to be called only once for an event
viewer.doOnce('postFrame', () => viewer.canvas.toDataURL('image/png'))
// Enable/disable rendering in the viewer
viewer.renderEnabled = false
// do something with the canvas or load assets
await viewer.load('https://example.com/file.glb')
await viewer.load('https://example.com/file1.glb')
await viewer.load('https://example.com/file2.glb')
viewer.renderEnabled = true // all the assets will be rendered together in the next frame
Check the IViewerEvent interface for all the event types.
viewer.addEventListener
- Adds a callback to be called on the given event. The callback is called with an IViewerEvent object.
viewer.removeEventListener
- Removes a callback from the given event.
viewer.doOnce
- Adds a callback to be called only once for the given event. The listener will be added and automatically removed after the first call.
import {ThreeViewer} from 'threepipe'
const viewer = new ThreeViewer({...})
// Set size
viewer.setSize({width: 800, height: 600})
// Traverse scene objects
viewer.traverseSceneObjects((object) => {
console.log(object)
// do something with object
})
// If the size is set by css or manually by javascript use `resize` to update the viewer
viewer.resize()
// Trigger re-render with `setDirty` when something changes and viewer is not notified internally
viewer.setDirty()
// Get snapshot of the canvas as a blob
const blob = await viewer.getScreenshotBlob({mimeTye: 'image/png', quality: 90})
// Get snapshot of the canvas as a data url
const dataUrl = await viewer.getScreenshotDataUrl({mimeTye: 'image/jpeg', quality: 85})
// Dispose viewer and all resources
viewer.canvas.remove() // canvas needs to be removed separately from the DOM
viewer.dispose()
viewer.setSize
- Sets the size of the canvas and updates the renderer and the camera. If no width/height is passed, canvas is set to 100% of the container.
viewer.traverseSceneObjects
- Loop through all the objects in the scene model root hierarchy and calls the callback function with each object.
viewer.resize
- Mark that the canvas is resized. If the size is changed, the renderer and all render targets are resized.
viewer.setDirty
- Triggers re-render on next requestAnimationFrame
call.
viewer.getScreenshotBlob
- Returns a blob of the canvas screenshot. The blob can be used to download the screenshot or upload to a server.
viewer.getScreenshotDataUrl
- Returns a data url of the canvas screenshot. The data url can be used to display the screenshot in an image element.
viewer.dispose
- Disposes the viewer and all its resources. Use this to dispose the viewer when it is no longer needed. Note: the canvas element is not removed from the DOM and needs to be removed separately.
Source Code: src/viewer/ViewerRenderManager.ts, src/rendering/RenderManager.ts, src/rendering/RenderTargetManager.ts
API Reference: ViewerRenderManager, RenderManager, RenderTargetManager
It manages the rendering, composition/postprocessing of the scene and provides helpers for rendering and render target management.
const viewer = new ThreeViewer({...})
const renderManager = viewer.renderManager
// Get the effect composer
const composer = renderManager.composer
// Get the three.js webgl renderer
const renderer = renderManager.renderer
// Get the main Render Pass in the pipeline
const renderPass = renderManager.renderPass
// Get the main Screen Pass in the pipeline
const screenPass = renderManager.screenPass
// Set the render scale
renderManager.renderScale = Math.min(window.devicePixelRatio, 2)
// Register a custom composer pass
const customPass: IPipelinePass = new CustomPass()
renderManager.registerPass(customPass)
// Unregister a custom composer pass
renderManager.unregisterPass(customPass)
// The pipeline is automatically created and sorted based on dependencies in pipeline pass.
// To check the built pipeline
console.log(renderManager.pipeline)
// Set a custom render pipeline
renderManager.autoBuildPipeline = false
renderManager.pipeline = ['depth', 'render', 'screen']
// Check the total frames rendererd
console.log(renderManager.totalFrameCount)
// Get the current frame count in progressive rendering
console.log(renderManager.frameCount)
// Force reset shadows when some object is moved
renderManager.resetShadows()
// Render Target Management
// Get the main composer target
const composerTarget = renderManager.composerTarget
// clone the target to get a copy of the target with all the default options
const clonedTarget = composeTarget.clone()
// Create a render target, same size as the canvas. The target are automatically resized when the canvas is resized
const renderTarget = renderManager.createTarget({
sizeMultiplier: 1, // size multiplier from the canvas. 0.5 will be half width and height of the canvas
type: UnsignedByteType,
// ... // See CreateRenderTargetOptions for all options
})
// Create a render target of custom size
const renderTarget = renderManager.createTarget({
size: {
width: 1024,
height: 1024,
},
type: HalfFloatType,
// ...
})
// Dispose the render target
renderManager.disposeTarget(renderTarget)
// Create and release temporary targets for in-pass rendering.
const tempTarget = renderManager.getTempTarget({
sizeMultiplier: 0.5,
type: HalfFloatType,
// ...
})
// do something
renderManager.releaseTempTarget(tempTarget)
// Set how many temporary targets can remain in memory for a specific set of options
renderManager.maxTempPerKey = 10 // default = 5
// Copy/Blit a texture to the canvas or another render target with standard or a custom material
renderManager.blit(destination, {source: sourceTexture})
// Clear color of the canvas
renderManager.clearColor({r: 0, g: 0, b: 0, a: 1, depth: true, viewport: new Vector4(...)})
// Clear of a render target
renderManager.clearColor(renderTarget, {r: 0, g: 0, b: 0, a: 1, target: renderTarget})
// Export a render target to a blob. The type is automatically picked from exr to png based on the render target
const blob = renderManager.exportRenderTarget(renderTarget, 'auto')
// Export a render target to png/jpeg data url. This will clamp any floating point targets to fit in png/jpeg
const dataUrl = renderManager.renderTargetToDataUrl(renderTarget, 'image/png')
// Read render target pixels to array buffer. Returns Uint8Array|Uint16Array|Float32Array based on the render target type
const buffer = renderManager.renderTargetToBuffer(renderTarget)
renderManager.composer
- The three.js EffectComposer used for rendering the pipeline.
renderManager.renderer
- The three.js WebGLRenderer used for rendering
renderManager.context
- Access the WebGL rendering context for the canvas.
renderManager.renderPass
- The main render pass used in the render pipeline. Instance of three.js RenderPass with extra features like z prepass, rgbm rendering, blurred transmission, msaa and other optimizations.
renderManager.screenPass
- The main screen pass used in the render pipeline. Instance of three.js ShaderPass with extra features like material extension, custom fragment, overriding read buffer, re-render to screen on change, etc
renderManager.renderScale
- Sets the render scale. All targets are scaled by this factor. This is equivalent to calling EffectComposer.setPixelRatio
and WebGLRenderer.setPixelRatio
in three.js.
renderManager.resetShadows
- Resets all shadow maps in the scene. This is useful when some object is moved and the shadows need to be updated. This is automatically called when scene.setDirty
or any object.setDirty
is called, and during animation with plugins.
renderManager.registerPass
- Registers a custom composer pass to the render pipeline. See IPipelinePass interface.
renderManager.unregisterPass
- Unregisters a custom composer pass from the render pipeline.
renderManager.pipeline
- The render pipeline array. The array is automatically sorted based on dependencies in the pipeline passes.
renderManager.autoBuildPipeline
- If true
, the pipeline is automatically created and sorted based on dependencies in pipeline pass. If false
, the pipeline is built only once and is not changed after that. The default value is true
.
renderManager.totalFrameCount
- The total frames rendered since the render manager was created.
renderManager.frameCount
- The current frame count in progressive rendering. This is useful for progressive rendering effects like progressive shadows, gi, denoising, baking, anti-aliasing, and many other effects.
renderManager.composerTarget
, renderManager.composerTarget1
- The main targets used in EffectComposer2
renderManager.createTarget
- Creates a render target with the given options. The render target is automatically resized when the canvas is resized if sizeMultiplier
is used. See CreateRenderTargetOptions for options
renderManager.disposeTarget
- Disposes a render target and removes it from the render target manager.
renderManager.getTempTarget
- Gets a temporary render target with the given options. The render target is automatically resized when the canvas is resized if sizeMultiplier
is used. See CreateRenderTargetOptions for options
renderManager.releaseTempTarget
- Releases a temporary render target and adds it back to the render target manager.
renderManager.maxTempPerKey
- Sets how many temporary targets can remain in memory for a specific set of options. The default value is 5
.
renderManager.blit
- Blits a texture to the canvas or another render target with standard or a custom material. See RendererBlitOptions for options.
renderManager.clearColor
- Clears the color of the canvas or a render target.
renderManager.exportRenderTarget
- Exports a render target to a blob. The type is automatically picked from exr to png based on the render target.
renderManager.renderTargetToDataUrl
- Exports a render target to png/jpeg data url string. This will clamp any floating point targets to fit in png/jpeg. See RenderTargetToDataUrlOptions for options.
renderManager.renderTargetToBuffer
- Reads render target pixels to a Uint8Array|Uint16Array|Float32Array array buffer.
Source Code: src/core/object/RootScene.ts
API Reference: RootScene
RootScene is the main scene that is rendered in the canvas. It is an instance of three.js Scene with extra features including separation between model root and others, backgroundColor, background map and background intensity, environment map rotation and intensity, fixed env map direction patch, event bubbling in the scene hierarchy, scene config serialization, main camera management, automatic active near far management based on scene bounds, disposing complete scene hierarchy, etc
const viewer = new ThreeViewer({...})
const scene = viewer.scene
// List oll loaded objects in the model root
console.log(scene.modelRoot.children)
// Set the background color
scene.setBackgroundColor('#ffffff')
// or
// scene.backgroundColor = new Color('#ffffff')
// or
// scene.backgroundColor.set('#ffffff')
// scene.onBackgroundChange() // this must be called when not using a setter or set function.
// Set a texture as background (or use viewer.setBackgroundMap). When both color and texture are set, they are multiplied
scene.background = customTexture
// Set the background same as the environment map
scene.background = 'environment' // background is automatically changed when the environment changes.
// or
// scene.background = scene.environment
// Set the background intensity
scene.backgroundIntensity = 2
// Set a texture as environment map (or use viewer.setEnvironmentMap)
scene.environment = customTexture
// Set the environment intensity
scene.envMapIntensity = 2
// Set the environment map rotation
scene.environment.rotation = Math.PI / 2
// Set Fixed env direction (rotate environment according the the camera)
scene.fixedEnvMapDirection = true
// Get the main camera used for rendering
const camera: PerspectiveCamera2 = scene.mainCamera
// Set camera props
camera.position.set(0, 0, 10)
camera.target.set(0, 0, 0)
camera.setDirty() // this needs to be called to notify the viewer to re-render the scene
// Traverse the model root hierarchy (or just use viewer.traverseSceneObjects)
scene.modelRoot.traverse((object) => {
console.log(object)
// do something with object
})
// Access the default camera (same as mainCamera if not changed explicitly)
const defaultCamera: ICamera = scene.defaultCamera
// Dispose all assets in the modelRoot
scene.disposeSceneModels()
// Remove all objects from the modelRoot
scene.clearSceneModels()
// Dispose the scene and all its resources and children
scene.dispose()
// Get bounds of the scene model root
const bounds = scene.getBounds(true, true) // true for precise bounds and ignore invisible
// Add an object to the scene or its model root depending on the options (or just use viewer.addSceneObject)
scene.addObject(object, {addToRoot: false}) // adds to the scene directly when addToRoot is true
// Load an imported model root from the asset importer
scene.loadModelRoot(object)
// notify that something has changed in the scene for re-render
scene.setDirty()
// notify that some object has changed in the scene for scene refresh(like shadow refresh, ground etc) and re-render
scene.refreshScene()
// or
scene.setDirty({refreshScene: true})
// set geometryChanged: false to prevent shadow recompute
scene.refreshScene({geometryChanged: false})
// refresh active near far. (in most cases this is done automatically and need not be called)
scene.refreshActiveNearFar()
scene.modelRoot
- The root object. All the objects loaded in the viewer are added to this object. And this is exported when exporting the gltf. Everything else like meta or UI objects can be added outside this.
scene.backgroundColor
- The background color of the scene. Can be a Color | null
. This is not the same as scene.background
. When both backgroundColor and background are set, they are multiplied.
scene.background
- The background of the scene. This is the same as scene.background
in three.js. This can be a texture or a color or null, but it's preferred to use scene.backgroundColor
for color, and this for texture, then both can be used together.
scene.setBackgroundColor
- Set the background color from a string, number or color. Same as setting backgroundColor
to a new color value.
scene.backgroundIntensity
- The background intensity of the scene. This is the same as scene.backgroundIntensity
in three.js.
scene.environment
- The environment map of the scene. This is the same as scene.environment
in three.js.
scene.environment.rotation
- The rotation of the environment map around the y-axis.
scene.envMapIntensity
- The environment intensity of the scene.
scene.fixedEnvMapDirection
- If true
, the environment map is rotated according to the camera. This is the same as scene.fixedEnvMapDirection
in three.js.
scene.mainCamera
- The main camera used for rendering. This is the same as scene.mainCamera
in three.js.
scene.defaultCamera
- The default camera used for rendering. This is the same as scene.defaultCamera
in three.js.
scene.disposeSceneModels
- Disposes all assets in the modelRoot.
scene.clearSceneModels
- Removes all objects from the modelRoot.
scene.dispose
- Disposes the scene and all its resources and children.
scene.getBounds
- Gets the bounds of the scene model root. Returns an instance of three.js Box3 with min and max bounds according to parameters.
scene.addObject
- Adds an object to the scene or its model root depending on the options. If addToRoot
is true
, the object is added to the model root, else it is added to the scene directly.
scene.setDirty
- Notifies that something has changed in the scene for re-render.
scene.refreshScene
- Notifies that some object has changed in the scene for scene refresh(like shadow refresh, ground etc) and re-render. Slower than setDirty
, as it refreshes shadows, updates bounds, etc.
scene.refreshActiveNearFar
- Refreshes active near far. (in most cases this is done automatically and need not be called)
scene.loadModelRoot
- Loads an imported model root from the asset importer. This is used internally and in most cases, you don't need to call this.
RootScene dispatches many events that are useful when writing app logic or plugins
'sceneUpdate'
- Listen to refreshScene
called in RootScene. When some object changes.
'addSceneObject'
- When a new object is added to the scene
'mainCameraChange'
- When the main camera is changed to some other camera.
'mainCameraUpdate'
- When some properties in the current main camera has changed.
'environmentChanged'
- When the environment map changes
'backgroundChanged'
- When the background map or color changes
'materialUpdate
' - When a material in the scene has updated. (setDirty called on the material)
'objectUpdate
' - When a object in the scene has updated. (setDirty called on the object)
'textureUpdate
' - When a texture in the scene has updated. (setDirty called on the texture)
'cameraUpdate
' - When a camera in the scene has updated.
(setDirty called on the camera)
'geometryUpdate
' - When a geometry in the scene has updated.
(setDirty called on the geometry)
'geometryChanged
' - When a geometry is changed on any mesh
'materialChanged'
- When a material is changed on any mesh
Check IObject3DEventTypes andISceneEventTypes for more information.
Source Code: src/core/camera/PerspectiveCamera2.ts, src/core/ICamera.ts
API Reference: PerspectiveCamera2, ICamera
ICamera is an interface for a camera that extends the three.js Camera. PerspectiveCamera2 implements the interface, extending from three.js PerspectiveCamera with extra features like target, automatic aspect management, automatic near far management(from RootScene), camera control attachment and hooks(like OrbitControls) and the ability to set as the main camera in the root scene.
import {OrbitControls3} from './OrbitControls3'
const viewer = new ThreeViewer({...})
const camera: PerspectiveCamera2 = viewer.scene.mainCamera
// Set the camera position
camera.position.set(0, 0, 10)
// Set the camera target (where the camera looks at)
camera.target.set(0, 0, 0)
// Set the camera fov
camera.fov = 45
// Set the camera aspect ratio
camera.autoAspect = false // disable automatic aspect management based on the canvas size
camera.aspect = 1
// Set camera near far bounds.
// Near, Far plane will be calculated automatically within these limits
// Try changing these values when encountering z-fighting issues or far-plane clipping
camera.minNearPlane = 0.5 // min near plane
camera.maxFarPlane = 10 // max far plane
// Set a custom camera near far
camera.autoNearFar = false // disable automatic near far management based on the scene bounds
camera.minNearPlane = 0.1 // near plane
camera.maxFarPlane = 1000 // far plane
// this needs to be called to notify the viewer to re-render the scene
// in most cases this is done internally. But calling this does not have much impact
camera.setDirty()
// Check if user can interact with the camera. Also checks if its the main camera.
console.log(camera.canUserInteract)
// Get the camera controls (orbit controls for the default camera)
const controls: OrbitControls3 = camera.controls
// Disable controls
controls.enabled = false
// Change the controls mode
camera.controlsMode = 'none' // this will remove the current controls.
// Register a custom camera controls
camera.setControlsCtor('customOrbit', (camera, domElement) => new CustomOrbitControls(camera, domElement))
// Set the camera controls
camera.controlsMode = 'customOrbit' // this will initialize the controls with the customOrbit constructor and set it on the camera
// Disable interactions to the camera. (eg when animating)
camera.interactionsEnabled = false
// Force refresh aspect ratio (this is done automatically with a ResizeObserver on the canvas in the viewer)
camera.refreshAspect()
// Set the camera as the main camera
camera.activateMain()
// Deactivate the camera as the main camera
camera.deactivateMain()
camera.target
- The target of the camera. This is the same as controls.target
in three.js. The target is always in world-space coordinates, as opposed to position, rotation, and scale which are always relative to their parent.
camera.autoAspect
- If true
, the aspect ratio is automatically calculated based on the canvas size.
camera.aspect
- The aspect ratio of the camera. This is the same as camera.aspect
in three.js. This is only used when camera.autoAspect
is false
.
camera.minNearPlane
- The minimum near plane of the camera. This is the same as camera.near
in three.js when camera.autoNearFar
is false
, otherwise it is the minimum near plane distance from the camera allowed when computing automatically
camera.maxFarPlane
- The maximum far plane of the camera. This is the same as camera.far
in three.js when camera.autoNearFar
is false
, otherwise it is the maximum far plane distance from the camera allowed when computing automatically
camera.autoNearFar
- If true
(default), the near and far planes are automatically calculated based on the scene bounds.
camera.setDirty
- Notifies that something has changed in the camera for re-render.
camera.canUserInteract
- Checks if user can interact with the camera. Also checks if it's the main camera.
camera.controls
- Get the current camera controls set on the camera. This can be changed by changing controlsMode
camera.controlsMode
- Get or set the current controls that are attached to the camera. More modes can be registered with setControlsCtor
. Default for the default camera is orbit
and none
for any new cameras.
camera.setControlsCtor
- Register a custom camera controls constructor. The controls can be set by setting controlsMode
to the key/name of the controls.
camera.interactionsEnabled
- If true
, the camera can be interacted with. This is useful when animating the camera or using the window scroll or programmatically automating the viewer.
camera.refreshAspect
- Force refresh aspect ratio (this is done automatically with a ResizeObserver on the canvas in the viewer or when viewer.resize()
is called)
camera.activateMain
- Set the camera as the main camera. This is the same as doing scene.mainCamera = camera
. The camera needs to be in the scene hierarchy for this to work.
camera.deactivateMain
- Deactivate the camera as the main camera.
See also CameraViewPlugin for camera focus animation.
Source Code: src/assetmanager/AssetManager.ts
API Reference: AssetManager
AssetManager
is a class that manages the loading and exporting of assets and provides helpers for caching assets. It is used internally in the viewer and can be used to load assets outside the viewer. It provides a modular framework for adding more asset loaders and exporters.
const viewer = new ThreeViewer({...})
const assetManager = viewer.assetManager
// Add an asset or an asset bundle
const assets = await assetManager.addAsset('https://example.com/model.zip')
// or
const assets = await assetManager.addAsset({
path: 'https://example.com/model.zip',
file: blob,
})
// Get the storage used in the asset manager for caching
const storage: Cache | Storage = assetManager.storage
// Get the importer. Provides low level functions to import assets
const importer = assetManager.importer
// import a file by asset or url
const file = await importer.import('https://example.com/model.gltf')
// Import a Map<string, File> from drag drop
const res = await importer.importFiles(mapOfFiles, {})
// Register a custom path that maps to a File object. Useful when some file types have path references to other files.
importer.registerFile('/myFile.png', file) // this returns the three.js loader for that kind of file.
// Unregister the path
importer.unregisterFile('/myFile.png')
// Unregister all files and clear the loader cache(memory, not storage)
importer.clearCache()
// Add custom importers (check extra load plugins for more examples)
importer.addImporter(new Importer(class extends PLYLoader implements ILoader {
transform(res: BufferGeometry, _: AnyOptions): Mesh | undefined {
return res ? new Mesh(res, new PhysicalMaterial({color: new Color(1, 1, 1)})) : undefined
}
}, ['ply'], ['text/plain+ply'], false))
// Get the exporter. Provides low level functions to export assets
const exporter = assetManager.exporter
// Export any IObject3D, IMaterial, ITexture, IRenderTarget
const exported = exporter.exportObject(obj, options)
// Add a custom exporter
exporter.addExporter({
ext: ['gltf', 'glb'], // file extensions
extensions: [], // extensions for the exporter
ctor: (assetExporter, iexporter) => {
return new GLTFExporter2()
}
})
// Material Manager
const materialManager = assetManager.materialManager
// Create a material of type
const mat = materialManager.create('physical')
const mat2 = materialManager.create('unlit')
// find or create a material by uuid
const mat = materialManager.findOrCreate('00000000-0000-0000-0000-000000000000', {color: '#ffffff'})
// find a material creation template
const template = materialManager.findTemplate('physical')
// Get all materials
const materials = materialManager.getAllMaterials()
// Get all materials of type
const materials = materialManager.getMaterialsOfType(PhysicalMaterial.TypeSlug)
// register a custom material to the manager for tracking and extensions
// Note all materials created in threepipe internally are registered automatically on creation or when added to any scene object.
materialManager.registerMaterial(customMat)
// unregister
materialManager.unregisterMaterial(customMat)
// clear all material references
materialManager.clearMaterials()
// Register a custom material template
materialManager.registerTemplate({
generator: (params: any) => new PhysicalMaterial(params),
name: 'custom',
materialType: PhysicalMaterial.TYPE,
params: {
color: '#ffffff',
roughness: 0.5,
metalness: 0.5,
},
})
const mat3 = materialManager.create('custom')
// convert a standard three.js material to threepipe material
const mat4 = materialManager.convertToIMaterial(new ShadowMaterial(), {materialTemplate: 'test'})
// register a custom material extension for all materials in the viewer
materialManager.registerMaterialExtension(customExtension)
// unregister
materialManager.unregisterMaterialExtension(customExtension)
// remove all extensions
materialManager.clearExtensions()
// Apply a material properties to other material(s) in the scene by name or uuid
materialManager.applyMaterial(goldMaterial, 'METAL') // this will copy the properties from goldMaterial to all the materials(or objects) in the viewer with the name METAL.
// export a material as JSON. Note: use AssetExporter instead to export all the embedded assets and properties properly.
const blob = materialManager.exportMaterial(mat)
// dispose manager and all materials.
materialManager.dispose()
assetManager.addAsset
- Add an asset or an asset bundle. Returns a promise that resolves to an array of asset objects. An asset can contain multiple objects, hence an array is returned. Use shorthand viewer.load(path)
to load a single asset from a single file.
assetManager.storage
- Get the storage used in the asset manager for caching. This is the storage that can be passed in the ThreeViewer
contructor options.
assetManager.importer
- Get the importer. Provides low-level functions to import assets. This is an instance of AssetImporter.
assetManager.exporter
- Get the exporter. Provides low-level functions to export assets. This is an instance of AssetExporter.
importer.import
- Import a file by asset or url. Returns a promise that resolves to a File object.
importer.importFiles
- Import a Map<string, File> from drag and drop. Returns a promise that resolves to a Map<string, any[]> of imported object arrays.
importer.registerFile
- Register a custom path that maps to a File object. Useful when some file types have path references to other files. Like when importing a .zip with a .gltf file that references a .bin file, or when loading remote files from custom local cache implementation.
importer.unregisterFile
- Unregister the path.
importer.clearCache
- Unregister all the registered files and clear the loader cache(memory cache, not cache-storage).
importer.addImporter
- Add custom importers (check extra load plugins for more examples). This allows to pass a class to a ILoader, that is used to import assets. Loaders are only created when a file is being loaded of that type. And they remain in the loader cache until clearCache
or clearLoaderCache
is called.
exporter.exportObject
- Export any IObject3D, IMaterial, ITexture, IRenderTarget. Returns a promise that resolves to an exported object. Use viewer.export
or AssetExporterPlugin
, which provide more features and shortcuts to export viewer, scene and plugins as well.
exporter.addExporter
- Add a custom exporter for a custom file type.
materialManager.create
- Create a new material of a given type and with passed properties. Returns an implementation of IMaterial.
materialManager.findOrCreate
- Find or create a material by uuid. Returns an instance of IMaterial. If a material with the uuid exists, it is returned, else a new material is created with the passed properties.
materialManager.findTemplate
- Find a material creation template. Returns an instance of IMaterialTemplate. Material templates are used to create materials of a given type with default properties.
materialManager.getAllMaterials
- Get all materials registered with the manager.
materialManager.getMaterialsOfType
- Get all materials of a specific type. Pass in the typeslug from the class like pmat
or dmat
to identify the material.
materialManager.registerMaterial
- Register a new material to the manager for tracking and extensions. Note: all materials created in threepipe internally or any that are set to any object in the scene are registered automatically on creation or when used
materialManager.unregisterMaterial
- Unregister a material from the manager.
materialManager.clearMaterials
- Clear all registered material references.
materialManager.registerTemplate
- Register a custom material template. Requires an instance of IMaterialTemplate. Material templates are used to create materials of a given type with default properties.
materialManager.convertToIMaterial
- Convert/upgrade a standard three.js material to threepipe material, by making it conform to IMaterial.
materialManager.registerMaterialExtension
- Register a custom material extension for all materials in the viewer. Requires an instance of IMaterialExtension. Material extensions are used to add custom properties, methods, uniforms, defines, shader patches etc to predefined materials. The extensions are added to the material when the mateiral or extension is registered to the manager.
materialManager.unregisterMaterialExtension
- Unregister a material extension from the manager.
materialManager.clearExtensions
- Remove all material extensions from the manager.
materialManager.applyMaterial
- Apply a material properties to other material(s) in the scene by name or uuid. This is useful when you want to change the properties of all materials with a given name or uuid. This can also be a regex, in that case a regex.match will be performed on the material/object name.
materialManager.exportMaterial
- Export a material as JSON. Note: use viewer.export
or AssetExporter
instead to export all the embedded assets properly.
materialManager.dispose
- Dispose manager and all materials.
ThreePipe has a simple plugin system that allows you to easily add new features to the viewer. Plugins can be added to the viewer using the addPlugin
and addPluginSync
methods. The plugin system is designed to be modular and extensible. Plugins can be added to the viewer at any time and can be removed using the removePlugin
and removePluginSync
methods.
Example: https://threepipe.org/examples/#tonemap-plugin/
Source Code: src/plugins/postprocessing/TonemapPlugin.ts
API Reference: TonemapPlugin
TonemapPlugin adds a post-processing material extension to the ScreenPass in render manager
that applies tonemapping to the color. The tonemapping operator can be changed
by setting the toneMapping
property of the plugin. The default tonemapping operator is ACESFilmicToneMapping
.
Other Tonemapping properties can be like exposure
, contrast
and saturation
TonemapPlugin is added by default in ThreeViewer unless tonemap
is set to false
in the options.
Example: https://threepipe.org/examples/#dropzone-plugin/
Source Code: src/plugins/interaction/DropzonePlugin.ts
API Reference: DropzonePlugin
DropzonePlugin adds support for drag and drop of local files to automatically import, process and load them into the viewer.
DropzonePlugin can be added by default in ThreeViewer
by setting the dropzone
property to true
or an object of DropzonePluginOptions
in the options.
import {DropzonePlugin, ThreeViewer} from 'threepipe'
const viewer = new ThreeViewer({
canvas: document.getElementById('mcanvas') as HTMLCanvasElement,
dropzone: true, // just set to true to enable drag drop functionatility in the viewer
})
To set custom options,
pass an object of DropzonePluginOptions type to the dropzone
property.
import {DropzonePlugin, ThreeViewer} from 'threepipe'
const viewer = new ThreeViewer({
canvas: document.getElementById('mcanvas') as HTMLCanvasElement,
dropzone: { // this can also be set to true and configured by getting a reference to the DropzonePlugin
allowedExtensions: ['gltf', 'glb', 'hdr', 'png', 'jpg', 'json', 'fbx', 'obj', 'bin', 'exr'], // only allow these file types. If undefined, all files are allowed.
addOptions: {
disposeSceneObjects: true, // auto dispose of old scene objects
autoSetEnvironment: true, // when hdr is dropped
autoSetBackground: true, // when any image is dropped
autoCenter: true, // auto center the object
autoScale: true, // auto scale according to radius
autoScaleRadius: 2,
license: 'Imported from dropzone', // Any license to set on imported objects
importConfig: true, // import config from file
},
// check more options in the DropzonePluginOptions interface
},
})
Example: https://threepipe.org/examples/#progressive-plugin/
Source Code: src/plugins/postprocessing/ProgressivePlugin.ts
API Reference: ProgressivePlugin
Progressive Plugin adds a post-render pass to blend the last frame with the current frame.
This is used as a dependency in other plugins for progressive rendering effect which is useful for progressive shadows, gi, denoising, baking, anti-aliasing, and many other effects.
Example: https://threepipe.org/examples/#depth-buffer-plugin/
Source Code: src/plugins/pipeline/DepthBufferPlugin.ts
API Reference: DepthBufferPlugin
Depth Buffer Plugin adds a pre-render pass to the render manager and renders a depth buffer to a target. The render target can be accessed by other plugins throughout the rendering pipeline to create effects like depth of field, SSAO, SSR, etc.
import {ThreeViewer, DepthBufferPlugin} from 'threepipe'
const viewer = new ThreeViewer({...})
const depthPlugin = viewer.addPluginSync(new DepthBufferPlugin(HalfFloatType))
const depthTarget = depthPlugin.target;
// Use the depth target by accesing `depthTarget.texture`.
The depth values are based on camera near far values, which are controlled automatically by the viewer. To manually specify near, far values and limits, it can be set in the camera userData. Check the example for more details.
Example: https://threepipe.org/examples/#normal-buffer-plugin/
Source Code: src/plugins/pipeline/NormalBufferPlugin.ts
API Reference: NormalBufferPlugin
Normal Buffer Plugin adds a pre-render pass to the render manager and renders a normal buffer to a target. The render target can be accessed by other plugins throughout the rendering pipeline to create effects like SSAO, SSR, etc.
Note: Use DepthNormalBufferPlugin
if using both DepthBufferPlugin
and NormalBufferPlugin
to render both depth and normal buffers in a single pass.
import {ThreeViewer, NormalBufferPlugin} from 'threepipe'
const viewer = new ThreeViewer({...})
const normalPlugin = viewer.addPluginSync(new NormalBufferPlugin())
const normalTarget = normalPlugin.target;
// Use the normal target by accessing `normalTarget.texture`.
todo
Example: https://threepipe.org/examples/#picking-plugin/
Source Code: src/plugins/pipeline/PickingPlugin.ts
API Reference: PickingPlugin
Picking Plugin adds support for selecting and hovering over objects in the viewer with user interactions and selection widgets.
When the plugin is added to the viewer, it starts listening to the mouse move and click events over the canvas.
When an object is clicked, it is selected,
and if a UI plugin is added, the uiconfig for the selected object is populated in the interface.
The events selectedObjectChanged
, hoverObjectChanged
, and hitObject
can be listened to on the plugin.
Picking plugin internally uses ObjectPicker, check out the documentation or source code for more information.
import {ThreeViewer, PickingPlugin} from 'threepipe'
const viewer = new ThreeViewer({...})
const pickingPlugin = viewer.addPluginSync(new PickingPlugin())
// Hovering events are also supported, but since its computationally expensive for large scenes it is disabled by default.
pickingPlugin.hoverEnabled = true
pickingPlugin.addEventListener('hitObject', (e)=>{
// This is fired when the user clicks on the canvas.
// The selected object hasn't been changed yet, and we have the option to change it or disable selection at this point.
// e.intersects.selectedObject contains the object that the user clicked on.
console.log('Hit: ', e.intersects.selectedObject)
// It can be changed here
// e.intersects.selectedObject = e.intersects.selectedObject.parent // select the parent
// e.intersects.selectedObject = null // unselect
// Check other properties on the event like intersects, mouse position, normal etc.
console.log(e)
})
pickingPlugin.addEventListener('selectedObjectChanged', (e)=>{
// This is fired when the selected object is changed.
// e.object contains the new selected object. It can be null if nothing is selected.
console.log('Selected: ', e.object)
})
// Objects can be programmatically selected and unselected
// to select
pickingPlugin.setSelectedObject(object)
// get the selected object
console.log(pickingPlugin.getSelectedObject())
// to unselect
pickingPlugin.setSelectedObject(null)
// Select object with camera animation to the object
pickingPlugin.setSelectedObject(object, true)
pickingPlugin.addEventListener('hoverObjectChanged', (e)=>{
// This is fired when the hovered object is changed.
// e.object contains the new hovered object.
console.log('Hovering: ', e.object)
})
Example: https://threepipe.org/examples/#gltf-animation-plugin/
Source Code: src/plugins/animation/GLTFAnimationPlugin.ts
API Reference: GLTFAnimationPlugin
Manages playback of GLTF animations.
The GLTF animations can be created in any 3d software that supports GLTF export like Blender. If animations from multiple files are loaded, they will be merged in a single root object and played together.
The time playback is managed automatically, but can be controlled manually by setting {@link autoIncrementTime} to false and using {@link setTime} to set the time.
This plugin is made for playing, pausing, stopping, all the animations at once, while it is possible to play individual animations, it is not recommended.
To play individual animations, with custom choreography, use the {@link GLTFAnimationPlugin.animations} property to get reference to the animation clips and actions. Create your own mixers and control the animation playback like in three.js
Example: https://threepipe.org/examples/#popmotion-plugin/
Source Code: src/plugins/animation/PopmotionPlugin.ts
API Reference: PopmotionPlugin
Provides animation/tweening capabilities to the viewer using the popmotion.io library.
Overrides the driver in popmotion to sync with the viewer and provide ways to store and stop animations.
import {PopmotionPlugin, ThreeViewer} from 'threepipe'
const viewer = new ThreeViewer({...})
const cube = viewer.scene.getObjectByName('cube');
const popmotion = viewer.addPluginSync(new PopmotionPlugin())
// Move the object cube 1 unit up.
const anim = popmotion.animateTarget(cube, 'position', {
to: cube.position.clone().add(new Vector3(0,1,0)),
duration: 500, // ms
onComplete: () => isMovedUp = true,
onStop: () => throw(new Error('Animation stopped')),
})
// Alternatively, set the property directly in onUpdate.
const anim1 = popmotion.animate({
from: cube.position.y,
to: cube.position.y + 1,
duration: 500, // ms
onUpdate: (v) => {
cube.position.setY(v)
cube.setDirty()
},
onComplete: () => isMovedUp = true,
onStop: () => throw(new Error('Animation stopped')),
})
// await for animation. This promise will reject only if an exception is thrown in onStop
await anim.promise.catch((e)=>{
console.log(e, 'animation stopped before completion')
});
// or stop the animation
// anim.stop()
// Animate the color
await popmotion.animateAsync({ // Also await for the animation.
from: '#' + cube.material.color.getHexString(),
to: '#' + new Color().setHSL(Math.random(), 1, 0.5).getHexString(),
duration: 1000, // 1s
onUpdate: (v) => {
cube.material.color.set(v)
cube.material.setDirty()
},
})
Note: The animation is started when the animate or animateAsync function is called.
Example: https://threepipe.org/examples/#camera-view-plugin/
Source Code: src/plugins/animation/CameraViewPlugin.ts
API Reference: CameraViewPlugin
CameraViewPlugin adds support to save and load camera views, which can then be animated to. It uses PopmotionPlugin internally to animate any camera to a saved view or to loop through all the saved views.
It also provides a UI to manage the views.
import {CameraViewPlugin, ThreeViewer, CameraView, Vector3, Quaternion, EasingFunctions, timeout} from 'threepipe'
const viewer = new ThreeViewer({...})
const cameraViewPlugin = viewer.addPluginSync(new CameraViewPlugin())
const intialView = cameraViewPlugin.getView()
// or = viewer.scene.mainCamera.getView()
// create a new view
const view = new CameraView(
'My View', // name
new Vector3(0, 0, 10), // position
new Vector3(0, 0, 0), // target
new Quaternion(0, 0, 0, 1), // quaternion rotation
1 // zoom
)
// or clone a view
const view2 = intialView.clone()
view2.position.add(new Vector3(0, 5, 0)) // move up 5 units
// animate the main camera to a view
await cameraViewPlugin.animateToView(
view,
2000, // in ms, = 2sec
EasingFunctions.easeInOut,
).catch(()=>console.log('Animation stopped'))
// stop any/all animations
cameraViewPlugin.stopAllAnimations()
// add views to the plugin
cameraViewPlugin.addView(view)
cameraViewPlugin.addView(view2)
cameraViewPlugin.addView(intialView)
cameraViewPlugin.addCurrentView() // adds the current view of the main camera
// loop through all the views once
cameraViewPlugin.animDuration = 2000 // default duration
cameraViewPlugin.animEase = EasingFunctions.easeInOutSine // default easing
await cameraViewPlugin.animateAllViews()
// loop through all the views forever
cameraViewPlugin.viewLooping = true
await timeout(10000) // wait for some time
// stop looping
cameraViewPlugin.viewLooping = false
Example: https://threepipe.org/examples/#render-target-preview/
Source Code: src/plugins/ui/RenderTargetPreviewPlugin.ts
API Reference: RenderTargetPreviewPlugin
RenderTargetPreviewPlugin is a useful development and debugging plugin that renders any registered render-target to the screen in small collapsable panels.
import {ThreeViewer, RenderTargetPreviewPlugin, NormalBufferPlugin} from 'threepipe'
const viewer = new ThreeViewer({...})
const normalPlugin = viewer.addPluginSync(new NormalBufferPlugin(HalfFloatType))
const previewPlugin = viewer.addPluginSync(new RenderTargetPreviewPlugin())
// Show the normal buffer in a panel
previewPlugin.addTarget(()=>normalPlugin.target, 'normal', false, false)
Example: https://threepipe.org/examples/#geometry-uv-preview/
Source Code: src/plugins/ui/GeometryUVPreviewPlugin.ts
API Reference: GeometryUVPreviewPlugin
GeometryUVPreviewPlugin is a useful development and debugging plugin that adds a panel to the viewer to show the UVs of a geometry.
import {ThreeViewer, GeometryUVPreviewPlugin, SphereGeometry} from 'threepipe'
const viewer = new ThreeViewer({...})
const previewPlugin = viewer.addPluginSync(new GeometryUVPreviewPlugin())
const geometry = new SphereGeometry(1, 32, 32)
// Show the normal buffer in a panel
previewPlugin.addGeometry(geometry, 'sphere')
Example: https://threepipe.org/examples/#frame-fade-plugin/
Source Code: src/plugins/pipeline/FrameFadePlugin.ts
API Reference: FrameFadePlugin
FrameFadePlugin adds a post-render pass to the render manager and blends the last frame with the current frame over time. This is useful for creating smooth transitions between frames for example when changing the camera position, material, object properties, etc to avoid a sudden jump.
import {ThreeViewer, FrameFadePlugin} from 'threepipe'
const viewer = new ThreeViewer({...})
const fadePlugin = viewer.addPluginSync(new FrameFadePlugin())
// Make some changes in the scene (any visual change that needs to be faded)
// Start transition and wait for it to finish
await fadePlugin.startTransition(400) // duration in ms
To stop a transition, call fadePlugin.stopTransition()
. This will immediately set the current frame to the last frame and stop the transition. The transition is also automatically stopped when the camera is moved or some pointer event occurs on the canvas.
The plugin automatically tracks setDirty()
function calls in objects, materials and the scene. It can be triggerred by calling setDirty
on any material or object in the scene. Check the example for a demo. This can be disabled by options in the plugin.
Example: https://threepipe.org/examples/#hdri-ground-plugin/
Source Code: src/plugins/pipeline/HDRiGroundPlugin.ts
API Reference: FrameFadePlugin
HDRiGroundPlugin patches the background shader in the renderer to add support for ground projected environment map/skybox. Works simply by setting the background same as the environemnt and enabling the plugin.
The world radius, tripod height, and origin position(center offset) can be set in the plugin.
The plugin is disabled by default when added. Set .enabled
to enable it or pass true
in the constructor.
If the background is not the same as the environment when enabled, the user will be prompted for this, unless promptOnBackgroundMismatch
is set to false
in the plugin.
import {ThreeViewer, FrameFadePlugin} from 'threepipe'
const viewer = new ThreeViewer({...})
const hdriGround = viewer.addPluginSync(new HDRiGrounPlugin())
// Load an hdr environment map
await viewer.setEnvironmentMap('https://threejs.org/examples/textures/equirectangular/venice_sunset_1k.hdr')
// set background to environment
viewer.scene.background = 'environment'
// or
// viewer.scene.background = viewer.scene.environemnt
// enable the plugin
hdriGround.enabled = true
Check the example for a demo.
Example: https://threepipe.org/examples/#rhino3dm-load/
Source Code: src/plugins/import/Rhino3dmLoadPlugin.ts
API Reference: Rhino3dmLoadPlugin
Adds support for loading .3dm files generated by Rhino 3D. This plugin includes some changes with how 3dm files are loaded in three.js. The changes are around loading layer and primitive properties when set as reference in the 3dm files.
import {Rhino3dmLoadPlugin} from 'threepipe'
viewer.addPluginSync(new Rhino3dmLoadPlugin())
const mesh = await viewer.load('file.3dm')
Example: https://threepipe.org/examples/#ply-load/
Source Code: src/plugins/import/PLYLoadPlugin.ts
API Reference: PLYLoadPlugin
Adds support for loading .ply (Polygon file format) files.
import {PLYLoadPlugin} from 'threepipe'
viewer.addPluginSync(new PLYLoadPlugin())
const mesh = await viewer.load('file.ply')
Example: https://threepipe.org/examples/#usdz-load/
Source Code: src/plugins/import/USDZLoadPlugin.ts
API Reference: USDZLoadPlugin
Adds support for loading .usdz and .usda (Universal Scene Description) files.
import {USDZLoadPlugin} from 'threepipe'
viewer.addPluginSync(new USDZLoadPlugin())
const mesh = await viewer.load('file.usdz')
const mesh2 = await viewer.load('file.usda')
Example: https://threepipe.org/examples/#stl-load/
Source Code: src/plugins/import/STLLoadPlugin.ts
API Reference: STLLoadPlugin
Adds support for loading .stl (Stereolithography) files.
import {STLLoadPlugin} from 'threepipe'
viewer.addPluginSync(new STLLoadPlugin())
const mesh = await viewer.load('file.stl')
Example: https://threepipe.org/examples/#ktx2-load/
Source Code: src/plugins/import/KTX2LoadPlugin.ts
API Reference: KTX2LoadPlugin
Adds support for loading .ktx2 (Khronos Texture files.
KTX2LoadPlugin also adds support for exporting loaded .ktx2 files in glTF files with the KHR_texture_basisu extension.
import {KTX2LoadPlugin} from 'threepipe'
viewer.addPluginSync(new KTX2LoadPlugin())
const texture = await viewer.load('file.ktx2')
Example: https://threepipe.org/examples/#ktx-load/
Source Code: src/plugins/import/KTXLoadPlugin.ts
API Reference: KTXLoadPlugin
Adds support for loading .ktx (Khronos Texture files.
Note: This plugin only adds support for loading .ktx file, and not exporting them in the bundled .glb. Use .ktx2 files instead of .ktx files for better compression and performance.
import {KTXLoadPlugin} from 'threepipe'
viewer.addPluginSync(new KTXLoadPlugin())
const texture = await viewer.load('file.ktx')
Additional plugins can be found in the plugins directory. These add support for integrating with other libraries, adding new features, and other functionality with different licenses.
Tewakpane UI plugin for ThreePipe
Example: https://threepipe.org/examples/#viewer-uiconfig/
Source Code: plugins/tweakpane/src/TweakpaneUiPlugin.ts
API Reference: TweakpaneUiPlugin
NPM: npm install @threepipe/plugin-tweakpane
CDN: https://threepipe.org/plugins/tweakpane/dist/index.mjs
TweakpaneUiPlugin adds support for using uiconfig-tweakpane to create a configuration UI in applications using the Tweakpane library.
The plugin takes the uiconfig that's defined in the viewer and all the objects to automatically render a UI in the browser.
import {IObject3D, ThreeViewer, TonemapPlugin} from 'threepipe'
import {TweakpaneUiPlugin} from '@threepipe/plugin-tweakpane'
const viewer = new ThreeViewer({...})
// Add the plugin
const plugin = viewer.addPluginSync(new TweakpaneUiPlugin(true)) // true to show expanded the UI by default
// Add the UI for the viewer
plugin.appendChild(viewer.uiConfig)
// Add UI for some plugins
plugin.setupPlugins(TonemapPlugin, DropzonePlugin)
Tweakpane Editor Plugin for ThreePipe
Example: https://threepipe.org/examples/#tweakpane-editor/
Source Code: plugins/tweakpane-editor/src/TweakpaneEditorPlugin.ts
API Reference: TweakpaneEditorPlugin
NPM: npm install @threepipe/plugin-tweakpane-editor
CDN: https://threepipe.org/plugins/tweakpane-editor/dist/index.mjs
TweakpaneEditorPlugin uses TweakpaneUiPlugin to create an editor for editing viewer, plugins, model and material configurations in the browser.
import {IObject3D, ThreeViewer, TonemapPlugin} from 'threepipe'
import {TweakpaneEditorPlugin} from '@threepipe/plugin-tweakpane-editor'
const viewer = new ThreeViewer({...})
viewer.addPluginSync(new TweakpaneUiPlugin(true))
const editor = viewer.addPluginSync(new TweakpaneEditorPlugin())
// Add some plugins to the viewer
await viewer.addPlugins([
new ViewerUiConfigPlugin(),
// new SceneUiConfigPlugin(), // this is already in ViewerUiPlugin
new DepthBufferPlugin(HalfFloatType, true, true),
new NormalBufferPlugin(HalfFloatType, false),
new RenderTargetPreviewPlugin(false),
])
// Load the plugin UI in the editor and tweakpane ui with categories.
editor.loadPlugins({
['Viewer']: [ViewerUiConfigPlugin, SceneUiConfigPlugin, DropzonePlugin, FullScreenPlugin],
['GBuffer']: [DepthBufferPlugin, NormalBufferPlugin],
['Post-processing']: [TonemapPlugin],
['Debug']: [RenderTargetPreviewPlugin],
})
Exports several plugins to add support for various file types.
Example: https://threepipe.org/examples/#extra-importer-plugins/
Source Code: plugins/extra-importers/src/index.ts
API Reference: @threepipe/plugin-extra-importers
NPM: npm install @threepipe/plugin-extra-importers
CDN: https://threepipe.org/plugins/extra-importers/dist/index.mjs
This package exports several plugins to add support for several file types using the following plugins
To add all the plugins at once use extraImporters
. This adds support for loading all the above file types.
import {ThreeViewer} from 'threepipe'
import {extraImporters} from '@threepipe/plugin-extra-importers'
const viewer = new ThreeViewer({...})
viewer.addPluginsSync(extraImporters)
// Now load any file as is.
const model = await viewer.load<IObject3D>('file.3mf')
// To load the file as a data url, use the correct mimetype
const model1 = await viewer.load<IObject3D>('data:model/3mf;base64,...')
Remove the <IObject3D>
if using javascript and not typescript.
Exports BlendImporterPlugin which adds support for loading .blend files.
It uses js.blend for parsing blend file structure.
Note: This is still a WIP.
Currently working: Mesh
, BufferGeometry
and basic PointLight
.
To be added: PhysicalMaterial
, UnlitMaterial
(similar to blender-gltf-io plugin)
Example: https://threepipe.org/examples/#blend-load/
Source Code: plugins/blend-importer/src/index.ts
API Reference: @threepipe/plugin-blend-importer
NPM: npm install @threepipe/plugin-blend-importer
import {ThreeViewer} from 'threepipe'
import {BlendLoadPlugin} from '@threepipe/plugin-blend-importer'
const viewer = new ThreeViewer({...})
viewer.addPluginSync(BlendLoadPlugin)
// Now load any .blend file.
const model = await viewer.load<IObject3D>('path/to/file.blend')
// To load the file as a data url, use the correct mimetype
const model1 = await viewer.load<IObject3D>('data:application/x-blender;base64,...')