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sunag edited this page Dec 2, 2016
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- Mesh, Sprite, Container, Sound 3D, Material, Texture, Cube Map, Lights, Camera, Geometry, Skeleton, Joint Object, Line, Dummy, Script, GLSL
- Animation Takes: Keyframe, Vertex, Skin, Morph, Light, Camera
- Geometry 16-32 bit
- Multi-Material
- Native script support
- Node Material
- Ammo.js Physics Loader
- Embed or Link Textures, CubeMaps, Sounds ( JPG, PNG, GIF, MP3 )
- Deflate, LZMA and Lossy Compression
- Binary format
- Optimized to Three.JS
Requires
<script src="three.js"></script>
<script src="SEA3D.js"></script>
<script src="SEA3DLZMA.js"></script>
<script src="SEA3DLoader.js"></script>
Load a Asset
var loader = new THREE.SEA3D();
loader.onComplete = function( e ) {
// Use loader.get... to get an object
var mesh = loader.getMesh( "My Asset" );
scene.add( mesh );
};
loader.load( 'asset.tjs.sea' );
Allows change the load context of the assets.
var loader = new THREE.SEA3D({
scripts : true
});
// or
var loader = new THREE.SEA3D();
loader.config.scripts = true;
scripts : true
Load scripts and actions on assets.
runScripts : true
Run scripts and actions on assets. Use
loader.domain.runScripts()
as alternative.
autoPlay : false
Play automatically all animations.
dummys : true
Load lines and dummys.
multiplier : true
Multiplier light intensity.
bounding : true
Compute automatically
BoundingBox
andBoundingSphere
.
lights : true
Load lights.
forceStatic : true
Force all 3d objects for static.
physics : true
Load embed physics objects.
convexHull : true
Use
ConvexHull
as default othersideConvexTriangleMeshShape
will be used.
enabledPhysics : true
Apply physics in object at load.
streaming : true
Read automatically the assets.
timeLimit : 10
Time processing limit up waiting for another frame.
Node Material allows the interconnection of nodes for creating customized materials.
Aditional Requires
<script src="NodeMaterial.js"></script>
<script src="SEA3DNodeMaterial.js"></script>
var mat = new THREE.SEA3D.PhongMaterial();
mat.ambientColor = new THREE.ColorNode( 0xFF0000 );
mat.diffuse = new THREE.ColorNode( 0x0000FF );
//mat.diffuse = new THREE.TextureNode( threejsTexture ); // replace color to texture
mat.specularColor = new THREE.ColorNode( 0x00FF00 );
mat.shininess = new THREE.FloatNode( 3 );
// necessary to build the material
mat.build();
var mat = new THREE.SEA3D.PhongMaterial();
mat.enabledRim = true; // It is necessary before to set the values of the shader
mat.rimColor.value.setHex( 0xFF );
mat.rimIntensity = 1.3;
mat.rimPower.number = 3;
mat.build();
var mat = new THREE.SEA3D.PhongMaterial();
mat.enabledFresnel = true; // It is necessary before to set the values of the shader
mat.fresnelPower.number = 1;
mat.fresnelReflectance.number = 1.3;
mat.build();