nativescript-three
by triniwiz | v1.0.0-alpha3
Utilities for using THREE.js on NativeScript
npm i --save nativescript-three

nativescript-three

npm npm Build Status

Installation

npm i three nativescript-three

Usage

import TNSTHREE from 'nativescript-three';

Creating a Renderer

TNSTHREE.Renderer({ gl: WebGLRenderingContext, width: number, height: number, pixelRatio: number, ...extras })

Given a gl (context) from an TNSCanvas, return a THREE.WebGLRenderer that draws into it.

import { Renderer } from 'nativescript-three';

var camera, scene, renderer;
var geometry, material, mesh;

canvas; // TNSCanvas instance
init();
animate();

function init() {
const gl = canvas.getContext('webgl');
// We have access to window.innerWidth / window.innerHeight but we want the current view size
const { drawingBufferWidth: width, drawingBufferHeight: height } = gl;
camera = new THREE.PerspectiveCamera(70, width / height, 0.01, 10);
camera.position.z = 1;

scene = new THREE.Scene();

geometry = new THREE.BoxGeometry(0.2, 0.2, 0.2);
material = new THREE.MeshNormalMaterial();

mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);

renderer = new TNSTHREE.Renderer({ gl });
renderer.setSize(width, height);
}

function animate() {
requestAnimationFrame(animate);

mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;

renderer.render(scene, camera);

canvas.flush(); // very important, call when you need to render to screen.
}

E.G Output

Output

E.G Output

License

Apache License Version 2.0, January 2004