Book Image

Learn Three.js - Fourth Edition

By : Jos Dirksen
Book Image

Learn Three.js - Fourth Edition

By: Jos Dirksen

Overview of this book

Three.js has become the industry standard for creating stunning 3D WebGL content. In this edition, you’ll learn about all the features of Three.js and understand how to integrate it with the newest physics engines. You'll also develop a strong grip on creating and animating immersive 3D scenes directly in your browser, reaping the full potential of WebGL and modern browsers. The book starts with the basic concepts and building blocks used in Three.js and helps you explore these essential topics in detail through extensive examples and code samples. You'll learn how to create realistic-looking 3D objects using textures and materials and how to load existing models from an external source. Next, you'll understand how to control the camera using the Three.js built-in camera controls, which will enable you to fly or walk around the 3D scene you've created. Later chapters will cover the use of HTML5 video and canvas elements as materials for your 3D objects to animate your models. You’ll learn how to use morph targets and skeleton-based animation, before understanding how to add physics, such as gravity and collision detection, to your scene. Finally, you’ll master combining Blender with Three.js and creating VR and AR scenes. By the end of this book, you'll be well-equipped to create 3D-animated graphics using Three.js.
Table of Contents (21 chapters)
Part 1: Getting Up and Running
Part 2: Working with the Three.js Core Components
Chapter 5: Learning to Work with Geometries
Part 3: Particle Clouds, Loading and Animating Models
Part 4: Post-Processing, Physics, and Sounds


Using models from external sources isn’t that hard to do in Three.js, especially for simple models—you only have to take a few easy steps.

When working with external models, or creating them using grouping and merging, it is good to keep a couple of things in mind. The first thing you need to remember is that when you group objects, they remain available as individual objects. Transformations applied to the parent also affect the children, but you can still transform the children individually. Besides grouping, you can also merge geometries together. With this approach, you lose the individual geometries and get a single new geometry. This is especially useful when you’re dealing with thousands of geometries you need to render and you’re running into performance issues. The final approach if you want to control a large number of meshes of the same geometry is to use a THREE.InstancedMesh object or a THREE.InstancedBufferGeometry object, which...