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)

Creating a scene

In the previous Chapter 1, Creating Your First 3D Scene with Three.js, you created THREE.Scene, so you already know the basics of Three.js. We saw that for a scene to show anything, we need four types of component:

Component

Description

Camera

This determines what is rendered on the screen.

Lights

These have an effect on how materials are shown and are used when creating shadow effects (discussed in detail in Chapter 3Working with the Different Light Sources Available in Three.js).

Objects

These are the main objects that are rendered from the perspective of the camera, they include cubes, spheres, and point clouds.

Renderer

Uses the camera and the information from the scene to draw the output on the screen.

 

THREE.Scene serves as the container for the lights and the objects. THREE.Scene itself...