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  • Book Overview & Buying Learn Three.js
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Learn Three.js

Learn Three.js - Fourth Edition

By : Jos Dirksen
4.4 (20)
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Learn Three.js

Learn Three.js

4.4 (20)
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)
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1
Part 1: Getting Up and Running
5
Part 2: Working with the Three.js Core Components
7
Chapter 5: Learning to Work with Geometries
10
Part 3: Particle Clouds, Loading and Animating Models
14
Part 4: Post-Processing, Physics, and Sounds

Working with sprite maps

At the beginning of this chapter, we used a THREE.Sprite object to render single points. These sprites were positioned somewhere in the 3D world, and their size was based on the distance from the camera (this is also sometimes called billboarding). In this section, we’ll show an alternative use of the THREE.Sprite object: we’ll show you how you can use THREE.Sprite to create a layer similar to a HUD for your 3D content using an extra THREE.OrthographicCamera instance and an additional THREE.Scene. We will also show you how to select the image for a THREE.Sprite object using a sprite map.

As an example, we’re going to create a simple THREE.Sprite object that moves from left to right over the screen. In the background, we’ll render a 3D scene with a camera, which you can move to illustrate that the THREE.Sprite object moves independently of the camera. The following screenshot shows what we’ll be creating for the first example...

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Learn Three.js
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