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An extensible WebGL-based 3D engine. This is an archived project.

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SceneJS 3.0

SceneJS 3.0 is an open-source 3D engine on WebGL that's geared towards rendering large numbers of individually articulated and pickable objects as required for high-detail visualisation applications.

Tron Tank Demo

Table of Contents

Downloads

Hotlink to these binaries and they'll dynamically load SceneJS plugins on-demand from this repository as required. That's OK for playing around, but for production you'll probably want to serve the plugins yourself - see Plugin API below for how to do that.

Also hotlinkable are a bunch of helper utilities:

Resources

Plugin API

As mentioned above, SceneJS now uses plugins for things like primitives (box, teapot, text etc.) and fancy texture loading (video etc).

By default, SceneJS is hardwired to automatically download plugins from the plugins directory in this repository. This means you can just hotlink to the SceneJS core library downloads and they will download the plugins automatically as you need them. That's nice for sharing SceneJS examples on jsFiddle etc, but in production you would want to serve them youself.

Geometry Plugins

Plugins are used from within node definitions, as shown in this example for geometry:

var myGeometry = myNode.addNode({
    type:"geometry",
    id: "myGeometry",
    source:{
        type:"sphere",
        latitudeBands : 30,
        longitudeBands : 30,
        radius : 2
    }
 });

This geometry node will create its sphere geometry with the help of the sphere plugin.

Essentially, the plugin's code looks like the listing below. The plugin provides geometry factory objects (called "sources"), each with a configure method to configure the sphere shape and a subscribe method to collect the generated geometry data. SceneJS plugins are generally data sources.

SceneJS.Plugins.addPlugin(

    "geometry", // Node type
    "sphere", // Plugin type

    new (function () {
        this.getSource = function () {
            var publish;
            return {
                subscribe:function (fn) {
                    publish = fn;
                },
                configure:function (cfg) {
                    publish(build(cfg));
                }
            };
        };

        function build(cfg) {

            var latitudeBands = cfg.latitudeBands || 30;
            var longitudeBands = cfg.longitudeBands || 30;
            var radius = cfg.radius || 2;

            var positions = [/*...*/];
            var normals =  [/*...*/];
            var uv =  [/*...*/];
            var indices =  [/*...*/];

            return {
                primitive:"triangles",
                positions:new Float32Array(positions),
                normals:new Float32Array(normals),
                uv:new Float32Array(uv),
                indices:new Uint16Array(indices)
            };
        }

    })());

Then you can reconfigure the geometry at any time using setter methods on the node as shown below. Note however that we can't reconfigure the plugin type.

// Reconfigure our sphere like this - make it bigger and smoother:
myGeometry.setSource({ latitudeBands : 60, longitudeBands : 60, radius : 3 });

// ..or do the same using the generic attribute setter:
myGeometry.set({ source:{ latitudeBands : 60, longitudeBands : 60, radius : 3 } });
myGeometry.set("source", { latitudeBands : 60, longitudeBands : 60, radius : 3 });

Texture Plugins

Texture layers can load their textures via plugins, as shown on this example texture node:

var myTexture = myNode.addNode({
    type:"texture",
    id: "myTexture",
    layers: [
        {
            source:{
                type:"image",
                src: "someImage.jpg"
            }
        }
    ],
    nodes: [
        //...
    ]
 });

This layer uses the image plugin, which is shown below. This plugin simply fetches an image file and tweaks its dimensions to be a power-of-two, as currently required by WebGL. It's actually redundant because SceneJS does that anyway, but it makes a nice example:

SceneJS.Plugins.addPlugin(

    "texture",
    "image",

    new (function () {

        this.getSource = function (params) {

            var gl = params.gl;
            var texture = gl.createTexture();
            var publish;

            return {
                subscribe:function (fn) {
                    publish = fn;
                },
                configure:function (cfg) {
                    if (!cfg.src) {
                        throw "Parameter expected: 'src'";
                    }
                    var image = new Image();
                    image.crossOrigin = "anonymous";
                    image.onload = function () {
                        gl.bindTexture(gl.TEXTURE_2D, texture);
                        var potImage = ensureImageSizePowerOfTwo(image); // WebGL hates NPOT images
                        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, potImage);
                        if (publish) {
                            publish(texture);
                        }
                    };
                    image.src = cfg.src;
                }
            };
        };

        function ensureImageSizePowerOfTwo(image) {
            if (!isPowerOfTwo(image.width) || !isPowerOfTwo(image.height)) {
                var canvas = document.createElement("canvas");
                canvas.width = nextHighestPowerOfTwo(image.width);
                canvas.height = nextHighestPowerOfTwo(image.height);
                var ctx = canvas.getContext("2d");
                ctx.drawImage(image,
                    0, 0, image.width, image.height,
                    0, 0, canvas.width, canvas.height);
                image = canvas;
            }
            return image;
        }

        function isPowerOfTwo(x) {
            return (x & (x - 1)) == 0;
        }

        function nextHighestPowerOfTwo(x) {
            --x;
            for (var i = 1; i < 32; i <<= 1) {
                x = x | x >> i;
            }
            return x + 1;
        }

    })());

Then you can reconfigure the texture at any time through the texture node:

// Load a different image:
myGeometry.setLayers({
    "0": {
        src: "someOtherImage.jpg"
     }
});

Serving plugins yourself

If you'd rather serve the plugins yourself, instead of relying on the availability of this repository, then copy the plugins directory to your server and configure SceneJS to load them from there:

SceneJS.configure({
    pluginPath: "./foo/myPluginsDir"
});

Building

SceneJS requires nodejs. To build, simply: node build.js Then the binaries will appear in ./build.

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