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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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61c598a1
编写于
8月 30, 2017
作者:
F
Fernando Serrano
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差异文件
GLTFExporter: Add doc
上级
39d0de7c
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docs/examples/exporters/GLTFExporter.html
docs/examples/exporters/GLTFExporter.html
+91
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docs/list.js
docs/list.js
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未找到文件。
docs/examples/exporters/GLTFExporter.html
0 → 100644
浏览文件 @
61c598a1
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
<h1>
[name]
</h1>
<div
class=
"desc"
>
An exporter for *glTF* 2.0.
<br
/><br
/>
<a
href=
"https://www.khronos.org/gltf"
>
glTF
</a>
(GL Transmission Format) is an
<a
href=
"https://github.com/KhronosGroup/glTF/tree/master/specification/2.0"
>
open format specification
</a>
for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
or binary (.glb) format. External files store textures (.jpg, .png, ...) and additional binary
data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,
textures, skins, skeletons, morph targets, animations, lights, and/or cameras.
</div>
<h2>
Example
</h2>
<code>
// Instantiate a exporter
var exporter = new THREE.GLTFExporter( defaultOptions );
// Parse the input and generate the glTF output
exporter.parse( scene, function ( gltf ) {
console.log( gltf );
downloadJSON( gltf );
}, options );
</code>
[example:misc_exporter_gltf]
<h2>
Constructor
</h2>
<h3>
[name]( )
</h3>
<div>
</div>
<div>
Creates a new [name].
</div>
<h2>
Methods
</h2>
<h3>
[method:null parse]( [page:Object input], [page:Function onCompleted], [page:Object options] )
</h3>
<div>
[page:Object input] — Scenes or objects to export. Valid options:
<br
/>
<ul>
<li>
Export scenes
<code>
exporter.parse( scene1, ...)
exporter.parse( [ scene1, scene2 ], ...)
</code>
</li>
<li>
Export objects (It will create a new Scene to hold all the objects)
<code>
exporter.parse( object1, ...)
exporter.parse( [ object1, object2 ], ...)
</code>
</li>
<li>
Mix scenes and objects (It will export the scenes as usual but it will create a new scene to hold all the single objects).
<code>
exporter.parse( [ scene1, object1, object2, scene2 ], ...)
</code>
</ul>
[page:Function onCompleted] — Will be called when the export completes. The argument will be the generated glTF JSON.
<br
/>
[page:Options options] - Export options
<br
/>
<ul>
<li>
trs - bool. Export position, rotation and scale instead of matrix per node. Default is false
</li>
<li>
onlyVisible - bool. Export only visible objects. Default is true.
</li>
<li>
truncateDrawRange - bool. Export just the attributes within the drawRange, if defined, instead of exporting the whole array. Default is true.
</li>
</ul>
</div>
<div>
Generates a glTF output (JSON) with from the input (Scene or Objects)
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/exporters/GLTFExporter.js examples/js/exporters/GLTFExporter.js]
</body>
</html>
docs/list.js
浏览文件 @
61c598a1
...
...
@@ -353,6 +353,10 @@ var list = {
"
TGALoader
"
:
"
examples/loaders/TGALoader
"
},
"
Exporters
"
:
{
"
GLTFExporter
"
:
"
examples/exporters/GLTFExporter
"
},
"
Plugins
"
:
{
"
CombinedCamera
"
:
"
examples/cameras/CombinedCamera
"
,
"
LookupTable
"
:
"
examples/Lut
"
,
...
...
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