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)

Basic animations

Before we look at the examples, let's do a quick recap of what was shown in Chapter 1, Creating Your First 3D Scene with Three.js on the render loop. To support animations, we need to tell Three.js to render the scene every so often. For this, we use the standard HTML5 requestAnimationFrame functionality, as follows:

function render() { 
  // render the scene 
  renderer.render(scene, camera); 
  // schedule the next rendering using requestAnimationFrame 

With this code, we only need to call the render() function once when we're done initializing the scene. In the  render() function itself, we use requestAnimationFrame to schedule the next rendering. This way, the browser will make sure the render() function is called at the correct interval...