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)
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

Summary

That’s a wrap for this chapter. We’ve explained what sprites and points are and how you can style these objects with the materials available. In this chapter, you saw how you can use THREE.Sprite directly, and that if you want to create a large number of particles, you should use a THREE.Points object. With THREE.Points, all the elements share the same material, and the only property you can change for an individual particle is its color by setting the vertexColors property of the material to true and providing a color value in the colors array of THREE.BufferGeometry, which is used to create THREE.Points. We also showed how you can easily animate particles by changing their position. This works the same for an individual THREE.Sprite instance and the vertices from the geometry used to create THREE.Points objects.

So far, we have created meshes based on geometries provided by Three.js. This works well for simple models, such as spheres and cubes, but isn’...