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GLTFExporter: Add doc

Fernando Serrano 8 年之前
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共有 2 个文件被更改,包括 95 次插入0 次删除
  1. 91 0
      docs/examples/exporters/GLTFExporter.html
  2. 4 0
      docs/list.js

+ 91 - 0
docs/examples/exporters/GLTFExporter.html

@@ -0,0 +1,91 @@
+<!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>

+ 4 - 0
docs/list.js

@@ -353,6 +353,10 @@ var list = {
 			"TGALoader": "examples/loaders/TGALoader"
 		},
 
+		"Exporters": {
+			"GLTFExporter": "examples/exporters/GLTFExporter"
+		},
+
 		"Plugins": {
 			"CombinedCamera": "examples/cameras/CombinedCamera",
 			"LookupTable": "examples/Lut",