Book Image

Learn Three.js - Fourth Edition

By : Jos Dirksen
5 (1)
Book Image

Learn Three.js - Fourth Edition

5 (1)
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

Creating THREE.Points from existing geometry

As you may recall, THREE.Points renders each point based on the vertices from the supplied THREE.BufferGeometry. This means that if we provide a complex geometry (for example, a torus knot or a tube), we can create THREE.Points based on the vertices from that specific geometry. In this final section of this chapter, we’ll create a torus knot, like the one we saw in Chapter 6, Exploring Advanced Geometries, and render it as a THREE.Points object.

We explained the torus knot in Chapter 6, so we won’t go into much detail here. The following screenshot shows the example (points-from-geom.html):

Figure 7.13 – Torus knot rendered as points with a small animation

Figure 7.13 – Torus knot rendered as points with a small animation

As you can see from the preceding screenshot, every vertex used to generate the torus knot is used as a point. We can set this up like this:

const texture = new THREE.TextureLoader().load('/assets/textures/particles/glow.png...