Editor should have most of THREE's features
See original GitHub issueDescription of the problem
There are several features of THREE that aren’t accessible from the Editor. When I say accessible, I mean combination of:
- properties are not visible for editing
- objects not being able to be created
- objects not being able to be imported or exported.
Ideally, the Editor should be capable of creating and editing most objects and features that the API contains. This issue is really more to keep track of what the Editor can and can’t do currently. I’m listing features that I think the Editor would be capable of handling.
Cameras
-
PerspectiveCamera -
OrthographicCamera -
ArrayCamera -
CubeCamera -
StereoCamera
Core
-
BufferAttribute -
BufferGeometry -
Layers -
InstancedBufferAttribute -
InstancedBufferGeometry -
InstancedInterleavedBuffer* (#16050) -
InterleavedBufferAttribute
Geometry
-
BoxGeometry -
CircleGeometry -
ConeGeometry -
CylinderGeometry -
DodecahedronGeometry -
EdgesGeometry* -
ExtrudeGeometry -
IcosahedronGeometry -
LatheGeometry -
OctahedronGeometry -
PlaneGeometry -
RingGeometry -
ShapeGeometry -
SphereGeometry -
TetrahedronGeometry -
TorusGeometry -
TorusKnotGemetry -
TubeGeometry -
WireframeGeometry**
Lights
-
AmbientLight -
DirectionalLight -
HemisphereLight -
PointLight -
RectAreaLight(#16251) -
SpotLight -
LightProbe
Materials
-
LineBasicMaterial -
LineDashedMaterial -
MeshBasicMaterial -
MeshDepthMaterial -
MeshLambertMaterial -
MeshMatcapMaterial -
MeshNormalMaterial -
MeshPhongMaterial -
MeshPhysicalMaterial -
MeshStandardMaterial -
MeshToonMaterial -
PointsMaterial -
RawShaderMaterial -
ShaderMaterial -
ShadowMaterial -
SpriteMaterial
Objects
-
Group -
LOD -
Line -
LineLoop -
LineSegments -
Mesh -
InstancedMesh -
Points -
SkinnedMesh -
Sprite
Textures
Misc
- Animations
- Audio
* = Serializable, but not deserializable
** = Serializable, but not as the original geometry (i.e. WireframeGeometry is serialized as BufferGeometry)
Three.js version
- Dev
- r103
Browser
- All of them
- Chrome
- Firefox
- Internet Explorer
OS
- All of them
- Windows
- macOS
- Linux
- Android
- iOS
Issue Analytics
- State:
- Created 4 years ago
- Reactions:9
- Comments:15 (7 by maintainers)
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I’m hoping we can create an official extension later this year.
I’ve implemented this approach today here: https://github.com/Mugen87/three.js/commit/c27d8c2316807f5a03c7fdeffae3614f366b6935
https://raw.githack.com/Mugen87/three.js/8917105377839889844f77c127d4d479f1844998/editor/index.html
My conclusion is that managing animations on
Scenelevel introduces an unnecessary complexity that you don’t see if you manage animations onObject3Dlevel.Sceneclass, you need an API that assign animations to 3D objects. Something which is not required if you haveObject3D.animations. Animations on object level are required though since you usually want to work with all animations of a specific 3D object. The editor is a good example for this (clicking on an object in the outliner and display all respective animations).Sceneand decomposes it again in editor. You can see this in SidebarAnimation where the code requests the object’s animations from the scene.To sum up: I do not recommend to manage animations on scene level. If we do this on object level, we can still ensure that clips are serialized once and not nested inside the JSON structure. Sorry but I’m currently not able to see the benefits of having animations on scene level. Benefits which justify the additional complexity in code. It’s like assigning materials to
Sceneinstead ofObject3Dand then model the relationship between 3D objects and materials inScene. It’s just does not feel right.