Official website: www.fairygui.com
Step 1, we use the editor to create the UI.
Step 2, we only need a little code to display it.
import * as fgui from "fairygui-three";
var renderer;
var scene;
var view;
init();
animate();
function init() {
//THREE initialization code here
fgui.Stage.init(renderer, { screenMode:'horizontal' }); //screenMode is optional if you dont want to rotate the screen
fgui.Stage.scene = scene;
fgui.UIPackage.loadPackage('path/to/UI').then(()=> {
view = fgui.UIPackage.CreateObject('Basics', 'Main');
view.makeFullScreen();
fgui.GRoot.inst.addChild(view);
});
}
function animate() {
requestAnimationFrame( animate );
fgui.Stage.update();
renderer.render(scene, fgui.Stage.camera);
}
You should see this
In the example above, an UI is created and displayed by an orthographic camera (fgui.Stage.camera) . It's easy to display UI by an specific perspective camera.
import * as fgui from "fairygui-three";
var renderer;
var scene;
var camera;
var view;
init();
animate();
function init() {
//THREE initialization code here
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
fgui.Stage.init(renderer);
fgui.Stage.scene = scene;
fgui.UIPackage.loadPackage('path/to/UI').then(()=> {
view = fgui.UIPackage.CreateObject('3DInventory', 'Main');
view.displayObject.camera = camera;
view.displayObject.setLayer(0);
let container = new Group();
container.scale.set(0.5, 0.5, 0.5);
container.add(view.obj3D);
scene.add(container);
});
}
function animate() {
requestAnimationFrame( animate );
fgui.Stage.update();
renderer.render(scene, camera);
}
You should see this
If a perspective camera is using for all UI,
Stage.init(renderer, { defaultLayer:0 });
Stage.camera = yourCamera;
MIT