npm i -s 3d-core-raub
- WebGL-like interface. Real OpenGL though.
- Three.js compatible environment.
- Use node modules and compiled addons: CUDA, OpenCL, etc.
- Window control. Multiwindow applications.
- Read/write files.
- Crossplatform: Linux x64, Linux ARM, MacOS x64, Windows x64.
Compatibility with three.js allows porting the existing JS code. The real OpenGL backend is used (not ANGLE). So it is possible to use the GL resource IDs to setup interoperation with CUDA or OpenCL. This is the most important feature of this project and why it was created in the first place.
It is quite possible to create a fully-features apps and games using this framework. For example, see Space Simulation Toolkit.
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Setup the project directory:
mkdir my-project cd my-project npm init -y npm i -s 3d-core-raub three touch index.js
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Paste the code and see if it works:
// Init Node3D environment const three = require('three'); const { init, addThreeHelpers } = require('3d-core-raub'); const { doc, gl, requestAnimationFrame } = init({ isGles3: true, isWebGL2: true, vsync: false }); addThreeHelpers(three, gl); // Three.js rendering setup const renderer = new three.WebGLRenderer(); const scene = new three.Scene(); const camera = new three.PerspectiveCamera(70, doc.w / doc.h, 0.2, 500); camera.position.z = 35; scene.background = new three.Color(0x333333); // Add scene lights scene.add(new three.AmbientLight(0xc1c1c1, 0.5)); const sun = new three.DirectionalLight(0xffffff, 2); sun.position.set(-1, 0.5, 1); scene.add(sun); // Original knot mesh const knotGeometry = new three.TorusKnotGeometry(10, 1.85, 256, 20, 2, 7); const knotMaterial = new three.MeshToonMaterial({ color: 0x6cc24a }); const knotMesh = new three.Mesh(knotGeometry, knotMaterial); scene.add(knotMesh); // A slightly larger knot mesh, inside-out black - for outline const outlineGeometry = new three.TorusKnotGeometry(10, 2, 256, 20, 2, 7); const outlineMaterial = new three.MeshBasicMaterial({ color: 0, side: three.BackSide });; const outlineMesh = new three.Mesh(outlineGeometry, outlineMaterial); knotMesh.add(outlineMesh); // Handle window resizing doc.addEventListener('resize', () => { camera.aspect = doc.w / doc.h; camera.updateProjectionMatrix(); renderer.setSize(doc.w, doc.h); }); // Called repeatedly to render new frames const animate = () => { requestAnimationFrame(animate); const time = Date.now(); knotMesh.rotation.x = time * 0.0005; knotMesh.rotation.y = time * 0.001; renderer.render(scene, camera); }; animate();
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See docs and examples: 3d-core-raub.
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Take a look at Three.js examples.
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Core - key components to run WebGL code on Node.js.
- 3d-core-raub - 3D Core, this is just enough for Node3D to work.
- addon-tools-raub - helpers for Node.js addons.
- glfw-raub - native window control, can mimic web Document/Window/Canvas.
- image-raub - image loading, can mimic web Image.
- segfault-raub - catches and logs the C++ crash messages: segmentation fault, etc.
- webgl-raub - a WebGL implementation.
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Dependency - carries one or more precompiled binary and/or C++ headers.
- deps-bullet-raub - Bullet Physics binaries and headers.
- deps-freeimage-raub - FreeImage binaries and headers.
- deps-labsound-raub - LabSound binaries and headers.
- deps-opengl-raub - OpenGL, GLFW, GLEW binaries and headers.
- deps-qmlui-raub - QmlUi binaries and headers.
- deps-qt-core-raub - Qt binaries for console apps.
- deps-qt-gui-raub - Qt binaries for GUI apps.
- deps-qt-qml-raub - Qt binaries for QML apps.
- deps-uiohook-raub - binaries and headers to use libuiohook with NPM.
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Addon - provides native bindings.
- bullet-raub - rigid-body subset of Bullet Physics.
- cuda-raub - addon for running NVidia CUDA programs on GPU.
- opencl-raub - addon for running OpenCL programs on GPU.
- qml-raub - Node3D-QML interoperation.
- webaudio-raub - a WebAudio implementation.
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Plugin - a high-level Node3D module designed to seamlessly use the addons together with 3d-core. A plugin uses 3d-core context and primitives to provide additional features that combine Node3D envitonment and whatever addon(s) the plugin wraps.
For example:
import { dirname } from 'node:path'; import { fileURLToPath } from 'node:url'; import * as three from 'three'; import { init, addThreeHelpers } from '3d-core-raub'; import { init as initQml } from '3d-qml-raub'; const __dirname = dirname(fileURLToPath(import.meta.url)); const { doc, Image: Img, gl, } = init({ isGles3: true, isWebGL2: true }); addThreeHelpers(three, gl); const { QmlOverlay, loop } = initQml({ doc, gl, cwd: __dirname, three }); // ... const overlay = new QmlOverlay({ file: `${__dirname}/qml/gui.qml` }); scene.add(overlay.mesh);
- 3d-bullet-raub - extends 3D Core with Bullet Physics.
- 3d-qml-raub - extends 3D Core with QML graphics.
- 3d-webaudio-raub - extends 3D Core with an audio interface.
Bugs and enhancements are tracked as GitHub issues. You can also create an issue on a specific repository of Node3D.
- Use a clear and descriptive title.
- Describe the desired enhancement / problem.
- Provide examples to demonstrate the issue.
- If the problem involves a crash, provide its trace log.
- Do not include issue numbers in the PR title.
- Commits use the present tense ("Add feature" not "Added feature").
- Commits use the imperative mood ("Move cursor to..." not "Moves cursor to...").
- File System
- Only lowercase in file/directory names.
- Words are separated with dashes.
- If there is an empty directory to be kept, place an empty .keep file inside.
Node3D can be used commercially. You don't have to pay for Node3D or any of its third-party libraries.
Node3D modules have their own code licensed under MIT, meaning
"I've just put it here, do what you want, have fun". Some
modules have separately licensed third-party software in them. For instance,
deps-freeimage-raub
carries the FreeImage
binaries and headers, and those are the property of their respective owners,
and are licensed under FIPL terms (but free to use anyway).
All such cases are explained in README.md
per project in question.