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

In this chapter, we looked at different ways you can animate your scene. We started with some basic animation tricks, moved on to camera movement and control, and ended by looking at animating models using morph targets and skeleton/bones animations.

When you have the render loop in place, adding simple animations is very easy. Just change a property of the mesh; in the next rendering step, Three.js will render the updated mesh. For more complex animations, you would usually model them in external programs and load them through one of the loaders provided by Three.js.

In the previous chapters, we looked at the various materials we can use to skin our objects. For instance, we saw how we can change the color, shininess, and opacity of these materials. What we haven’t discussed in detail yet, however, is how we can use external images (also called textures) together with these materials. With textures, we can easily create objects that look as if they are made out...