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 joints to limit the movement of objects

Up until now, we’ve seen some basic physics in action. We’ve seen how various shapes respond to gravity, friction, and restitution, and how this affects collision. Rapier also provides advanced constructs that allow you to limit the movement of your objects. In Rapier, these objects are called joints. The following list gives an overview of the joints that are available in Rapier:

  • Fixed joint: A fixed joint makes sure that two bodies don’t move relative to one another. This means that the distance and rotation between these two objects will always be the same.
  • Spherical joint: A spherical joint makes sure that the distance between two bodies stays the same. The bodies, however, can move around one another on all three axes.
  • Revolute joint: With this joint, the distance between the two bodies stays the same, and they are allowed to rotate on a single axis – for instance, a steering wheel, which...