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Export to Three.js Code #11
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I think it's not impossible but clearly not easy to implement. One thing that would make it a lot easier would be to still use the nodes from threenodes instead of creating straight three.js code. What do you think? |
Do you mean threeNode objects instead of three.js objects? I think doing that should be good too, from threenodes object would also be a good first step to converting to three.js objects by hand compared to interpreting a JSON file. |
Yes, exactly :) |
just btw, how difficult do you think to integrate https://github.com/zz85/sparks.js/ ? it could turn out like http://flexmonkey.blogspot.com/2010/03/flex-flint-particles-editor-with-node.html not sure if i would do it though I could give it a try sometime... |
It looks relatively easy, at least for basic functionality. This could be fun. |
i would LOVE if this could export to three.js code. i'm running a research group this quarter at UC Santa Cruz to create a webGL based netart piece and have several undergraduate engineers/designers working on the project. i think i'd be able to get a lot more out of them if they could prototype in threeNodes. then they can tweak the code as necessary after that, but once we get a few design pattern blocks put together, i think this would be a lot better. i'm already using collaborative solutions like cloud9IDE, etc. second zz85's desire to integrate the sparks.js editor, and i'd like to see the glsl shader playground from mr.doob thrown in there as well... keep us updated! |
I've added a basic ThreeNodes.js code export under the menu "File -> Export to code". And an example javascript code output: These are the next things on my list for this issue:
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hooray! |
: ) |
Cool! :) |
Would it be difficult to implement a javascript code exporter? It could be useful for embedding scene information into another, and allow the code to be further tweak modified by hand.
Btw, looks like lots of nice progress coming along :D
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