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

Points and Sprites

In the previous chapters, we discussed the most important concepts, objects, and APIs that Three.js has to offer. In this chapter, we’ll look into the only concepts we’ve skipped until now: points and sprites. With THREE.Points (sometimes also called sprites), it is very easy to create many small rectangles that always face the camera and you can use to simulate rain, snow, smoke, and other interesting effects. For instance, you can render individual geometries as a set of points and control these points separately. In this chapter, we’ll explore the various point- and sprite-related features provided by Three.js.

To be more specific, we’ll look at the following topics in this chapter:

  • Creating and styling particles using THREE.SpriteMaterial and THREE.PointsMaterial
  • Using THREE.Points to create a group of points
  • Using the canvas to style each point individually
  • Using a texture to style the individual points
  • ...