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https://github.com/pissang/claygl

A WebGL graphic library for building scalable Web3D applications
https://github.com/pissang/claygl

3d gltf visualization webgl

Last synced: 24 days ago
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A WebGL graphic library for building scalable Web3D applications

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ClayGL

[![NPM Version](https://img.shields.io/npm/v/claygl.svg)](https://github.com/pissang/claygl)
[![Circle CI](https://circleci.com/gh/pissang/claygl.svg?style=shield)](https://circleci.com/gh/pissang/claygl)

ClayGL is a WebGL graphic library for building scalable Web3D applications.

It's easy to use, configurable for high-quality graphics. Benefit from the modularity and tree shaking, it can be scaled down to 22k(gzipped) for a basic 3D application.

#### [Download](https://github.com/pissang/claygl/releases)

#### [API](http://docs.claygl.xyz/api)

#### [Examples](http://examples.claygl.xyz)

## Projects

[ECharts GL](https://github.com/ecomfe/echarts-gl)



[Clay Viewer](https://github.com/pissang/clay-viewer)



[DOTA2 Hero Viewer](https://github.com/pissang/dota2hero)



[Paper Cut Art Generator](https://github.com/pissang/papercut-box-art)



[Little Big City](https://github.com/pissang/little-big-city)



## Quick Start

##### Create a rotating cube

```html



clay.application.create('#main', {

width: window.innerWidth,
height: window.innerHeight,

init(app) {
// Create camera
this._camera = app.createCamera([0, 2, 5], [0, 0, 0]);

// Create a RED cube
this._cube = app.createCube({
color: '#f00'
});

// Create light
this._mainLight = app.createDirectionalLight([-1, -1, -1]);
},
loop(app) {
this._cube.rotation.rotateY(app.frameTime / 1000);
}
});

```

#### Minimum bundle example

This example is about 22k(gzipped) after bundled by webpack 4.0. It draws a triangle on the screen.

```js
import { Renderer, GeometryBase, Shader, Material } from 'claygl';

const vsCode = `
attribute vec3 position: POSITION;
void main() {
gl_Position = vec4(position, 1.0);
}
`;
const fsCode = `
void main() {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
}
`;

const renderer = new Renderer({
canvas: document.getElementById('main')
});
renderer.resize(400, 400);

const geometry = new GeometryBase();
geometry.createAttribute('position', 'float', 3);
// Add triangle vertices to position attribute.
geometry.attributes.position.fromArray([
[-0.5, -0.5, 0],
[0.5, -0.5, 0],
[0, 0.5, 0]
]);

const material = new Material({
shader: new Shader(vsCode, fsCode)
});
renderer.renderPass([ { geometry, material } ]);
```

### FBX to glTF2.0 Converter

[Get it](https://github.com/pissang/claygl/blob/master/tools/fbx2gltf.py)

Needs [python3.3](https://www.python.org/download/releases/3.3.0/) and [FBX SDK 2018.1.1](http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=26416130).

```
usage: fbx2gltf.py [-h] [-e EXCLUDE] [-t TIMERANGE] [-o OUTPUT]
[-f FRAMERATE] [-p POSE] [-q] [-b]
file

FBX to glTF converter

positional arguments:
file

optional arguments:
-h, --help show this help message and exit
-e EXCLUDE, --exclude EXCLUDE
Data excluded. Can be: scene,animation
-t TIMERANGE, --timerange TIMERANGE
Export animation time, in format
'startSecond,endSecond'
-o OUTPUT, --output OUTPUT
Ouput glTF file path
-f FRAMERATE, --framerate FRAMERATE
Animation frame per second
-p POSE, --pose POSE Start pose time
-q, --quantize Quantize accessors with WEB3D_quantized_attributes
extension
-b, --binary Export glTF-binary
--beautify Beautify json output.
--noflipv If not flip v in texcoord.
```

Input:

+ FBX
+ COLLADA
+ OBJ

Output:

+ Scene hierarchy
+ Mesh and camera
+ PBR material
+ Texture
+ Skin
+ Animation