Book Image

Learn Three.js - Third Edition

By : Jos Dirksen
1 (1)
Book Image

Learn Three.js - Third Edition

1 (1)
By: Jos Dirksen

Overview of this book

WebGL makes it possible to create 3D graphics in the browser without having to use plugins such as Flash and Java. Programming WebGL, however, is difficult and complex. With Three.js, it is possible to create stunning 3D graphics in an intuitive manner using JavaScript, without having to learn WebGL. With this book, you’ll learn how to create and animate beautiful looking 3D scenes directly in your browser-utilizing the full potential of WebGL and modern browsers. It starts with the basic concepts and building blocks used in Three.js. From there on, it will expand on these subjects using extensive examples and code samples. You will learn to create, or load, from externally created models, realistic looking 3D objects using materials and textures. You’ll find out how to easily control the camera using the Three.js built-in in camera controls, which will enable you to fly or walk around the 3D scene you created. You will then use the HTML5 video and canvas elements as a material for your 3D objects and to animate your models. Finally, you will learn to use morph and skeleton-based animation, and even how to add physics, such as gravity and collision detection, to your scene. After reading this book, you’ll know everything that is required to create 3D animated graphics using Three.js.
Table of Contents (14 chapters)

Rendering and viewing a 3D object

In this step, you'll create your first scene and add a couple of objects and a camera. Our first example will contain the following objects:

 

Object

Description

Plane

This is a two-dimensional rectangle that serves as our ground area. In the second screenshot of this chapter, this is rendered as the gray rectangle in the middle of the scene.

Cube

This is a three-dimensional cube, which we'll render in red.

Sphere

This is a three-dimensional sphere, which we'll render in blue.

Camera

The camera determines what you'll see in the output.

Axes

These are the x, y, and z axes. This is a helpful debugging tool to see where the objects are rendered in 3D space. The x axis is colored red, the y axis is colored green, and the z axis is colored blue.

 

I'll first show you how this looks in code (the source with comments can be found in chapter-01/js/01-02.js), and then I'll explain what's happening:

function init() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0x000000));
renderer.setSize(window.innerWidth, window.innerHeight);

var axes = new THREE.AxesHelper(20);
scene.add(axes);

var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({
color: 0xAAAAAA
});

var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.set(15, 0, 0);
scene.add(plane);

// create a cube
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshBasicMaterial({
color: 0xFF0000,
wireframe: true
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(-4, 3, 0);
scene.add(cube);

// create a sphere
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({
color: 0x7777FF,
wireframe: true
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.set(20, 4, 2);
scene.add(sphere);

// position and point the camera to the center of the scene
camera.position.set(-30, 40, 30);
camera.lookAt(scene.position);

// add the output of the renderer to the html element
document.getElementById("webgl-output").appendChild(renderer.domElement);

// render the scene
renderer.render(scene, camera);
}

If we open this example in the browser, we see something that resembles what we're aiming at (see the screenshot at the beginning of this chapter), but it is still a long way off, as follows:

Before we start making this more beautiful, I'll first walk you through the code one step at a time so that you understand what the code does:

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0x000000));
renderer.setSize(window.innerWidth, window.innerHeight);

At the top of the example, we create a scene, a camera, and a renderer. The scene object is a container that is used to store and keep track of all the objects we want to render and all the lights we want to use. Without a THREE.Scene object, Three.js isn't able to render anything. More information on the THREE.Scene object can be found in Chapter 2, The Basic Components that Make Up a Three.js Application. The sphere and the cube we want to render will be added to the scene later on in the example.

In this first fragment, we also create a camera object. The camera object defines what we'll see when we render a scene. In Chapter 2, The Basic Components That Make Up a Three.js Application, you learn more about the arguments you can pass into the camera object. Next, we define renderer. The renderer object is responsible for calculating what the scene object will look like in the browser based on what the camera is looking at. We create a WebGLRenderer that uses your graphics card to render the scene in this example.

If you look through the source code and the documentation of Three.js (which you can find at http://threejs.org/), you'll notice that there are different renderers available besides the WebGL-based one. There is a canvas-based renderer, a CSS-based renderer, and even an SVG-based one. Even though they work and can render simple scenes, I wouldn't recommend using them. They're not actively developed anymore, very CPU-intensive, and lack features such as good material support and shadows. 

We set the background color of renderer to black (new THREE.Color(0X000000)) with the setClearColor function and tell renderer how large the scene needs to be rendered using the setSize function. By passing in the window.innerWidth and window.innerHeight, we use all the screen space available.

So far, we've got a basic empty scene, a renderer, and a camera. There is, however, nothing yet to render. The following code adds the lines showing the axis and the plane:

var axes = new THREE.AxesHelper(20);
scene.add(axes);

var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({
color: 0xAAAAAA
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.set(15, 0, 0);
scene.add(plane);

As you can see, we create an axes object (the passed-in value determines the size of the lines representing the x, y, and axes) and use the scene.add function to add these axes to our scene. Next, we create the plane. This is done in two steps. First, we define what the plane looks like using the new THREE.PlaneGeometry(60,20) code. In this case, it has a width of 60 and a height of 20. We also need to tell Three.js what this plane looks like (for example, its color and its transparency). In Three.js, we do this by creating a material object. For this first example, we'll create a basic material (THREE.MeshBasicMaterial) with the color 0xAAAAAA. Next, we combine these two into a Mesh object and assign that to the plane variable. Before we add plane to the scene, we need to put it in the correct position; we do this by first rotating it 90 degrees around the x axis, and next, set its position in the scene using the position property. If you're already interested in the details of this, look at the 06-mesh-properties.html example from the code folder of Chapter 2, The Basic Components That Make Up a Three.js Application, which shows and explains rotation and positioning. All we then need to do is add plane to scene, just like we did with axes.

The cube and sphere objects are added in the same manner, but with the wireframe property set to true, which tells Three.js to show us a wireframe and not a solid object. Now, let's move on to the final part of this example:

camera.position.set(-30, 40, 30);
camera.lookAt(scene.position);

document.getElementById("webgl-output").appendChild(renderer.domElement);
renderer.render(scene, camera);

At this point, all the elements we want to render are added to the scene at the correct positions. We've already mentioned that the camera defines what will be rendered. In this piece of code, we position the camera using the set function to hover above our scene (we can also use position.x, position.y, and position.z to set the individual parts of the camera's position). To make sure the camera is looking at our objects, we use the lookAt function to point it at the center of our scene, which is located at position (0, 0, 0) by default. All that is left to do is append the output from the renderer to the <div> element of our HTML skeleton. We use standard JavaScript to select the correct output element and append it to our div element with the appendChild function. Finally, we tell renderer to render scene using the camera object provided.

In the next couple of sections, we'll make this scene more interesting by adding lights, shadows, more materials, and even animations.