Axis3D
Axis3D is a lightweight functional graphics library built on top of
regl. It aims to be compatible with many components within the
stack.gl ecosystem. It provides a set of components
with sane defaults. It is not intended to replace existing libraries,
but instead provide an alternative way for rendering graphics.
This library is heavily inspired by the underlying mechanics of regl
and the functional/reactive component patterns introduced in
react. The scene graph and transform
state is implied by the declarative structure of the components.
Everything is a function that injects a regl context.
Vectors and matrices are plain arrays that are compatible with
gl-matrix and
the like. Axis3D should
feel familiar to three.js, but
with less features.
Status
Stable - This project is in active development towards 1.0.0
Installation
$ npm install axis3d
Features
Example
import { Geometry, Material, Context, Frame, Mesh } from 'axis3d'
import { PerspectiveCamera } from 'axis3d/camera'
import Bunny from 'bunny'
import quat from 'gl-quat'
for (const p of Bunny.positions) { p[1] = p[1] - 4 }
const ctx = new Context()
const rotation = quat.identity([])
const material = new Material(ctx)
const camera = new PerspectiveCamera(ctx)
const frame = new Frame(ctx)
const bunny = new Mesh(ctx, {geometry: new Geometry({complex: Bunny})})
frame(scene)
function scene({time}) {
quat.setAxisAngle(angle, [0, 1, 0], 0.5*time)
camera({rotation, position: [0, 0, 5]}() => {
material(() => {
bunny()
})
})
}
Comparisons
The following are comparisons for effectively doing the same thing in Axis3D
below.
Axis3D
import { PerspectiveCamera, Context, Material, Frame, Mesh, } from 'axis3d'
import { BoxGeometry } from 'axis3d-geometry'
import quat from 'gl-quat'
const ctx = new Context()
const rotation = quat.identity([])
const geometry = new BoxGeometry({x: 10, y: 10, z: 10})
const material = new Material(ctx)
const camera = new PerspectiveCamera(ctx, {fov: 60, near: 0.1, far: 1000})
const frame = new Frame(ctx)
const mesh = new Mesh(ctx, {geometry})
frame(({time}) => {
quat.setAxisAngle(rotation, [0, 1, 0], 0.5*time)
camera({position: [0, 0, 5]}, () => {
material({color: [0, 0, 1]}, () => {
mesh({rotation})
})
})
})
THREE
const aspect = window.innerWidth/window.innerHeight
const near = 0.1
const far = 1000
const fov = 60
const renderer = new THREE.WebGLRenderer()
const geometry = new THREE.BoxGeometry(10, 10, 10)
const material = new THREE.MeshBasicMaterial({color: 0x0000ff, wireframe: true})
const camera = new THREE.PerspectiveCamera(fov, aspect, near, faar)
const scene = new THREE.Scene()
const mesh = new THREE.Mesh(geometry, material)
camera.position.z = 5
renderer.setSize(window.innerWidth, window.innerHeight)
scene.add(mesh)
document.body.appendChild(renderer.domElement)
frame()
function frame() {
requestAnimationFrame(frame)
mesh.rotation.y = 0.5*Date.now()
renderer.render(scene, camera)
}
Contributors
Docs
TBD
See Also
License
MIT