I need to mesh a point cloud and create an stl file in Javascript. I see several python packages that will do it. But none in Javascript. I used open 3d and got great results. But again... Python. I also tried three.js, but it can only create a mesh using convex hull and that is not detailed enough.
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How to create 3D webpage like link??
And give some examples like this type.
You need the three.js, and the three.js github link
three.js
JavaScript 3D library
The aim of the project is to create an easy to use, lightweight, 3D library. The library provides , , CSS3D and WebGL renderers.
How can I use spline interpolation in 3D with WebGL?. This is for molecule modeling, specifically Trace representation. I have been searching information about it, but i hven't found how to use it in WebGL. Will i need create the algorithm?
You can use it, but there're no ready-to-use facilities in WebGL. What you need to do is instead of generating geometry for strait lines between atoms (?) generate appropriately segmented splines. Also, WebGL 2 geometry shaders may come in handy to generate such splines in a performant manner.
However, if you're implementing a molecular viewer or editor and need to display alpha helices, beta sheets and such for a protein, maybe the best way would be to render them as pre-made primitives (e.g., modeled in a 3d software, exported and used as a ready geometry).
I am making particle System in THREE.js by using SPARK.js, but the problem is that I am done with the code that is needed for the particle System but I am unable to see any thing on the screen related to the Particle System.
I am making a flame in THREE.js but I don't know why flame is not showing in the world.
You can take look at Three.quarks!. It's one of the best particle system engine for three.js. It supports texture batching, physics engine integration and everything else.
Does webGL contain push/popMatrix? and if not, how would I go about recreating them?
No, WebGL is based off of OpenGL ES 2.0, so there is no built in matrix management or fixed function pipeline. The model view and projection matrices need to be completely managed in your own code and passed to shaders at draw time. You really don't need push and pop matrix if you are using a scene graph or some kind of other similar scene management system. All you really need is a good matrix and vector math library.
If you are still set on using push and pop matrix, you could simply use an array of matrices, and write functions like push and pop that simply save your current matrix into the array and push or pop the index down.
I would get the OpenGL ES 2.0 programming guide if you need more help with transitioning to WebGL. The book's website here: http://opengles-book.com/ contains a download link to some source code with demos for a variety of platforms and languages including WebGL. It also contains a decent math library if you need it.
From what I see here and there, there is no native support but you can easily build such a stack with an Array.
I'm looking for a way to load a virtual human (ie; a model rigged with a skeleton, preferably with moving eyebrows/etc) onto a web page. The functionality should be similar to the dated library Haptek Player (http://www.youtube.com/watch?v=c2iIuiT3IW8), but allow for a transparent background. Ideally it would be in WebGL/O3D since it can be directly integrated with my existing code. However, if there's an implementation out there already in Flash3D or a different plugin, I can quickly switch my codebase to actionscript.
I've investigated trying to send the Haptek Player vertices to a Float32Array (used by WebGL) using an npapi plugin. I can place the vertex data into a javascript array and draw the virtual human. The vertex data cannot be changed, however, since the array must be copied to a typed array (Float32Array) to be used by WebGL.
Thanks for any input!
try http://expression.sourceforge.net/
C++ and OpenGL
you can experiment with converting the code to javascript using emscripten