J3D holds all of the J3D classes except for the matrix and vector classes which reside in global namespace.
AssetLoader can load several files in a batch.
A utility to fetch built-in shaders.
A camera represents a point of view.
Use this class to check if features like webgl or userStream are available
A collider can be attached to a transform and later used with the functions in the Intersection utility to detect collisions.
Color is used to hold information about colors that can be passed as uniforms to a shader.
A cubemap texture is used for texturing reflections, skyboxes and similar effects.
Creating a new instance of J3D.Engine is be the first thing you do when working with J3D.
Defines some error messages thrown by the engine.
A FrameBuffer is used in render-to-texture, image effects and other advances rendering schemes.
A gemeotry is the basic class to define 3d shapes - solid and paritcles alike.
A Light represents a sinlge light source.
Utility for loading assets such as JSON scene and mesh files as well as GLSL shader files.
A Mesh is a structured geometry coming from and external source (either a JSON file or generated with code).
A PostProcess is used for image effects.
Utility for creating primitive geometries at runtime.
A Ray has an origin and a direction.
A Scene is a hierarchy of transforms.
A Shader represents a piece of GLSL code composed of a vertex shader and a fragment shader.
ShaderAtlas holds all the shaders used in the engine.
A texture represents a graphical image used as texture by a shader.
A transform represents a point in 3d world.
The 4x4 matrix is used mostly for perspective and orthographic projection.