How do I render three.js code in node.js?
I'd like to export from blender, then open the export through fs
and render a scene with it.
three works fine under node, only three/examples/jsm does not. you will have better luck with GitHub - pmndrs/three-stdlib: Stand-alone library of threejs examples designed to run without transpilation in node & browser which mostly runs fine, but loaders for instance still rely on web apis.
If you use just procedural geometries and don't load any textures, webpages should work straight from the file system, just double-click on HTML file in a file manager and it should appear working in the browser (you'll see file:///yourFile.html in the address bar).
js) and just render an ultra-simple point-cloud with one fragment rendered per point, you can easily get to rendering 10-20 million (yes, million) points/vertices on an average GPU.
This is kind of a smelly implementation, but the key parts to remember are the part where the geometry is created, everything else is pretty straightforward. I'm mostly putting this here for my own reference later, but it does work and it's cool to have 3d rendering in nodejs. oh yea it requires canvas to work too.
it relies on three.js
npm module https://github.com/uniba/node-three.js
fs = require("fs") THREE = require("three.js") join = require("path").join app.get '/test/top_:top_id/side_:side_id/x_:x/y_:y.jpg', (req, res, next) => width = 660 height = 500 camera = new THREE.PerspectiveCamera(50, width / height, 1, 1000) scene = new THREE.Scene() renderer = new THREE.CanvasRenderer( ) renderer.setSize width, height camera.position.z = 100 camera_container = new THREE.Object3D scene.add camera_container camera_container.add camera camera.position.z = 75 # We have one background plane plane_image = new Image plane_image.src = fs.readFileSync TOP_DIR + "public/images/vtx_logo.jpg" texture = new THREE.Texture plane_image, new THREE.UVMapping() texture.needsUpdate = true loader = new THREE.JSONLoader() geometry = new THREE.PlaneGeometry(200, 200) material = new THREE.MeshBasicMaterial color : 0x698144 #shading : THREE.SmoothShading map : texture overdraw: true plane = new THREE.Mesh geometry, material plane.position.z = -50 plane.position.y = -4 plane.position.x = 4.5 # We also have an object in the foreground scene.add plane geometry = false loader.createModel JSON.parse(fs.readFileSync(TOP_DIR + 'public/blender_export.json')), (done) => geometry = done # Imager.texture gives us a canvas based on some code that grabs specific info texture = new THREE.Texture (Imager.texture req.params.side_id, req.params.top_id), new THREE.UVMapping() texture.needsUpdate = true material = new THREE.MeshBasicMaterial color: 0xaaaaaa map: texture overdraw: true mesh = new THREE.Mesh geometry, material mesh.rotation.x = parseFloat req.params.x mesh.rotation.y = parseFloat req.params.y scene.add mesh mesh.dynamic = true renderer.render scene, camera renderer.domElement.toBuffer (err, buf) -> res.contentType 'image/jpg' res.send buf
If you get an error cannot find ./lib/Three
:
The three.js
module I mentioned might point to an old version of three internally. I remember having to go into the module and edit a file that require('./lib/Three')
to require('./lib/three')
. I guess he included a non specific three in his package.json, so it got updated without his npm module being updated.. could be fixed by now
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