Comments (11)
I don't think this needs to be in three.js. I was working on a special camera with yaw(), pitch() and roll(), but that would increase the filesize of the library considerably so it would be better as a external class (AdvancedCamera) that extends Camera to be used in specific cases.
The aim of the library is to have have the minimum methods as possible and to keep the filesize down.
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If the aim of the library is to keep the filesize down, but having "advanced" classes that extend basic functionality is an option, perhaps it might do to create a plugins directory ?
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Yeah I haven't figured out a smart way to handle this yet...
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THREE.plugin_root = 'http://github.com/mrdoob/three.js/raw/master/plugins/';
THREE.plugin('AdvancedCamera.js', onloadCallback);
perhaps ?
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that sounds weird... why not just this letting everyone create their own custom clases and save them on their own projects like this:
/index.html
/js/three.js
/js/three/cameras/AdvancedCamera.js
/js/...
?
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"First Party Plugins".
"Reinventing the wheel".
Because as you've demonstrated with your desire to have an advanced camera, and http://mrdoob.com/projects/three.js/examples/primitives/Plane.js , some classes would be beneficial to be distributed alongside three.js
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I guess we see this differently. The reason Plane is outside the package is because you don't always need a Plane in your project. That's why I moved them out and placed them in the examples folder.
Having said that, I need to figure out what to do with the renderers. Right now there are 2 renderers inside three.js, maybe I should split it and create three_canvas.js, three_svg.js (and three_webgl.js) at some point...
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Would that be with the core built into those three files, or the core in it's own file ?
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/core would be included in each file. It's just to do not have to include the SVGRenderer if your project only uses CanvasRenderer
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Agreed. However, I wonder how many both renderers in different aspects of the same project- or perhaps using the CanvasRenderer as a fallback when the browser doesn't support WebGL?
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Yeah, I guess three.js will always be available and would suit that case. Otherwise, anyone can do their own pack of files (python file is easy to hack).
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