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three-rwx-loader

v0.12.4

Published

three.js RWX (AW) loader

Downloads

140

Readme

RWXLoader

three.js loader to import Active Worlds RenderWare scripts (.rwx)

What's RenderWare?

RenderWare (RW), developed by Criterion Software Limited, is the name of the 3D API graphics rendering engine used in the on-line, 3D, virtual reality and interactive environment Active Worlds (AW)

What's a RenderWare script?

A RenderWare script (RWX) file is an ASCII text file of an object/model's geometry. This geometry consists of vertices, polygons, and material information.

What's three.js?

It aims to be an easy to use, lightweight, cross-browser, general purpose 3D library. It's also a dependency of this package.

Installation

$ npm install three-rwx-loader

Usage

import RWXLoader from 'RWXLoader';

// For optional (but strongly advised) fflate usage
import * as fflate from 'fflate';

let rwxLoader = new RWXLoader();

// Like other three.js loaders: this one supports chained commands
rwxLoader.setPath('some/path/rwx').setResourcePath('some/path/textures').setFflate(fflate).setWaitFullLoad(true).setFlatten(true);

rwxLoader.load('object.rwx', (rwx) => {
      // Do something with 'rwx' there, it is guaranteed to be an Object3D from three.js
    });

API documentation

By virtue of inheriting from the three.js Loader class: this loader comes with a set of expected setters such as setPath and setResourcePath.

However, it also brings its specific set of methods as described below:

  • setFflate( fflate: fflate ): this

    • Provide fflate module to the loader, required for proper texture masks handling.
  • setTextureExtension( textureExtension: string ): this

    • Set the expected texture files extension, '.jpg' by default.
  • setMaskExtension( maskExtension: string ): this

    • Set the expected texture mask files extension, '.zip' by default.
  • setWaitFullLoad( waitFullLoad: boolean ): this

    • Whether or not to wait for full loading completion before returning the objet, false by default (meaning textures are loaded asynchronously).

    • Set this to true for the loader to only return the object once it's fully loaded.

  • setFlatten( flatten: boolean ): this

    • Whether or not to flatten the objet, false by default (the object will consist of nested Groups). Set this to true to get a single Mesh holding everything.

    • In both cases: the object will inherit from Object3D (which is a common parent of both Mesh and Group).

  • setUseBasicMaterial( useBasicMaterial: boolean ): this

    • Whether or not to use MeshBasicMaterial instead of MeshPhongMaterial, false by default.
  • setRWXMaterialManager( rwxMgr: RWXMaterialManager ): this

    • Set a custom RWXMaterialManager to be used by the loader, one will be internally instanciated by default if none is provided.
  • setTextureColorSpace( textureColorSpace: constant ): this

    • Set the three.js texture color space used for textures loaded for materials (default is SRGBColorSpace).
  • setEnableTextures( enableTextures: boolean ): this

    • Enable textures (and masks) to be loaded, true by default.
  • setForceEarcut( forceEarcut: boolean ): this

    • Always force Earcut to be used when doing polygon triangulation (instead of poly2tri/Delaunay) for faster (but uglier) results, false by default.
  • setVerboseWarning( verboseWarning: boolean ): this

    • Enable verbose warning logs for various non-critical mishaps, 'false' by default.
  • setAlphaTest( AlphaTest: float ): this

    • Set the threshold value to use for texture transparency testing (between 0 and 1), 0.2 by default.
  • setForceTextureFiltering( forceTextureFiltering: boolean ): this

    • Whether or not to force texture filtering regardless of texture modes.

    • true by default, meaning: all materials will display their textures in a "fancy" way.

  • setAllowURLs( allowURLs: boolean ): this

    • Whether or not to allow full URLs for texture and mask paths.

    • false by default, meaning it's disabled.

Testing

$ npm test

Linting

$ npm run lint

References:

  • http://www.tnlc.com/rw/rwx.html
  • http://wiki.activeworlds.com/index.php?title=Renderware
  • http://www.aw-europe.com/help/