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FairyGUI-three

A GUI Editor&framework for Three.js

Official website: www.fairygui.com

Usage

Step 1, we use the editor to create the UI.

Step 2, we only need a little code to display it.

import * as fgui from "fairygui-three";

var renderer;
var scene;
var view;

init();
animate();

function init() {
    //THREE initialization code here

    fgui.Stage.init(renderer, { screenMode:'horizontal' });  //screenMode is optional if you dont want to rotate the screen 
    fgui.Stage.scene = scene;

    fgui.UIPackage.loadPackage('path/to/UI').then(()=> {
        view = fgui.UIPackage.CreateObject('Basics', 'Main');
        view.makeFullScreen();
        fgui.GRoot.inst.addChild(view);
    });
}

function animate() {

    requestAnimationFrame( animate );

    fgui.Stage.update();
    renderer.render(scene, fgui.Stage.camera);
}

You should see this

In the example above, an UI is created and displayed by an orthographic camera (fgui.Stage.camera) . It's easy to display UI by an specific perspective camera.

import * as fgui from "fairygui-three";

var renderer;
var scene;
var camera;
var view;

init();
animate();

function init() {
    //THREE initialization code here

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
	camera.position.z = 1;

    fgui.Stage.init(renderer);
    fgui.Stage.scene = scene;

    fgui.UIPackage.loadPackage('path/to/UI').then(()=> {
        view = fgui.UIPackage.CreateObject('3DInventory', 'Main');
        view.displayObject.camera = camera;
        view.displayObject.setLayer(0);

        let container = new Group();
        container.scale.set(0.5, 0.5, 0.5);
        container.add(view.obj3D);
        scene.add(container);
    });
}

function animate() {

    requestAnimationFrame( animate );

    fgui.Stage.update();
    renderer.render(scene, camera);
}

You should see this

If a perspective camera is using for all UI,

    Stage.init(renderer, { defaultLayer:0 });
    Stage.camera = yourCamera;

License

MIT

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