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

Working with restitution and friction

In the next example, we’ll look a bit closer at the restitution and friction properties of the Collider provided by Rapier.

restitution is the property that defines how much energy an object keeps after it collides with another object. You can look at it a bit like bounciness. A tennis ball has high restitution, while a brick has low restitution.

friction defines how easily an object glides on top of another object. Objects with high friction slow down quickly when moving on top of another object, while objects with low friction can easily glide. Something such as ice has low friction, while sandpaper has high friction.

We can set these properties during the construction of the RAPIER.ColliderDesc object or set it afterward when we’ve already created the collider using the (world.createCollider(...) function. Before we look at the code, we’ll have a look at the example. For the colliders-properties.html example, you...