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


In this chapter, we discussed all of the standard geometries that Three.js has to offer. As you saw, there are a whole lot of geometries you can use right out of the box. To best learn how to use the geometries, experiment with them. Use the examples in this chapter to get to know the properties you can use to customize the standard set of geometries available from Three.js.

For 2D shapes, it’s important to remember that they are placed on the x-y plane. If you want to have a 2D shape horizontally, you’ll have to rotate the mesh around the x-axis for -0.5 * PI. And finally, take care that if you’re rotating a 2D shape, or a 3D shape that is open (for example, a cylinder or a tube), remember to set the material to THREE.DoubleSide. If you don’t do this, the inside or the back of your geometry won’t be shown.

In this chapter, we focused on simple, straightforward meshes. Three.js also provides ways to create complex geometries, which we...