What is Three.js?
Let's try to describe it briefly:
Three.js is a library that makes WebGL - 3D in the browser - easy to use. While a simple cube in raw WebGL would turn out hundreds of lines of Javascript and shader code, a Three.js equivalent is only a fraction of that.
Before we start
Before you can use Three.js, you need somewhere to display it. Save the following HTML to a file on your computer, along with a copy of
three.min.js in the js/ directory, and open it in your browser.
<html> <head> <title>My first Three.js app</title> <style> body { margin: 0; } canvas { width: 100%; height: 100% } </style> </head> <body> <script src="js/three.min.js"></script> <script> // Our Javascript will go here. </script> </body> </html>
That's all. All the code below goes into the empty <script> tag.
Creating the scene
To actually be able to display anything with Three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.
var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement );
Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer. There are a few different cameras in Three.js. For now, let's use a PerspectiveCamera. The first attribute is the field of view.
The second one is the aspect ratio. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.
The next two attributes are the near and far clipping plane. What that means, is that objects further away from the camera than the value of far or closer than near won't be rendered. You don't have to worry about this now, but you may want to use other values in your games to get better performance.
Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, Three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.
In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our game - in this case, the width and height of the browser window. For performance intensive games, you can also give setSize smaller values, like window.innerWidth/2 and window.innerHeight/2, for half the resolution. This does not mean that the game will only fill half the window, but rather look a bit blurry and scaled up.
Last but not least, we add the renderer element to our HTML document. This is a <canvas> element the renderer uses to display the scene to us.
"That's all good, but where's that cube you promised?" Let's add it now.
var geometry = new THREE.BoxGeometry( 1, 1, 1 ); var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); var cube = new THREE.Mesh( geometry, material ); scene.add( cube ); camera.position.z = 5;
To create a cube, we need a BoxGeometry. This is an object that contains all the points (vertices) and fill (faces) of the cube. We'll explore this more in the future.
In addition to the geometry, we need a material to color it. Three.js comes with several materials, but we'll stick to the MeshBasicMaterialfor now. All materials take an object of properties which will be applied to them. To keep things very simple, we only supply a color attribute of 0x00ff00, which is green. This works the same way that colors work in CSS or Photoshop (hex colors).
The third thing we need is a Mesh. A mesh is an object that takes a geometry, and applies a material to it, which we then can insert to our scene, and move freely around.
By default, when we call scene.add(), the thing we add will be added to the coordinates (0,0,0). This would cause both the camera and the cube to be inside each other. To avoid this, we simply move the camera out a bit.
Rendering the scene
If you copied the code from above into the HTML file we created earlier, you wouldn't be able to see anything. This is because we're not actually rendering anything yet. For that, we need what's called a render loop.
function render() { requestAnimationFrame( render ); renderer.render( scene, camera ); } render();
This will create a loop that causes the renderer to draw the scene 60 times per second. If you're new to writing games in the browser, you might say "why don't we just create a setInterval? The thing is - we could, but requestAnimationFrame has a number of advantages. Perhaps the most important one is that it pauses when the user navigates to another browser tab, hence not wasting their precious processing power and battery life.
Animating the cube
If you insert all the code above into the file you created before we began, you should see a green box. Let's make it all a little more interesting by rotating it.
Add the following right above the renderer.render call in your render function:
cube.rotation.x += 0.1; cube.rotation.y += 0.1;
This will be run every frame (60 times per second), and give the cube a nice rotation animation. Basically, anything you want to move or change while the game / app is running has to go through the render loop. You can of course call other functions from there, so that you don't end up with a render function that's hundreds of lines.
The result
Congratulations! You have now completed your first Three.js application. It's simple, you have to start somewhere.
The full code is available below. Play around with it to get a better understanding of how it works.
<html> <head> <title>My first Three.js app</title> <style> body { margin: 0; } canvas { width: 100%; height: 100% } </style> </head> <body> <script src="js/three.min.js"></script> <script> var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 ); var renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var geometry = new THREE.BoxGeometry( 1, 1, 1 ); var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); var cube = new THREE.Mesh( geometry, material ); scene.add( cube ); camera.position.z = 5; var render = function () { requestAnimationFrame( render ); cube.rotation.x += 0.1; cube.rotation.y += 0.1; renderer.render(scene, camera); }; render(); </script> </body> </html>
- prototype.js简介
prototype.js简介 2007-11-21 14:22 prototype.js是一个很强大的Javascript函数库,它可以让你很轻松的使用一些特效,实现AJAX的功能.虽然prototy ...
- HTML基础--JS简介、基本语法、类型转换、变量、运算符、分支语句、循环语句、数组、函数、函数调用.avi
JS简介 1.JavaScript是个什么东西? 它是个脚本语言,需要有宿主文件,它的宿主文件是HTML文件. 2.它与Java什么关系? 没有什么直接的联系,Java是Sun公司(已被Oracle收 ...
- 01 Node.js简介, 安装&配置
Node.js 简介 Node.js 是什么 Node.js 有着强大而灵活的包管理器(node package manager,npm) 目前, 已经有强大第三方工具模块, 例如数据库连接, 网站开 ...
- Vue.js简介
Vue.js简介 Vue.js的作者为Evan You(尤雨溪),任职于Google Creative Lab,虽然是Vue是一个个人项目,但在发展前景上个人认为绝不输于Google的AngularJ ...
- Gulp.js简介
Gulp.js简介 我们讨论了很多关于怎么减少页面体积,提高重网站性能的方法.有些是操作是一劳永逸的,如开启服务器的gzip压缩,使用适当的图片格式,或删除一些不必要的字符.但有一些任务是每次工作都必 ...
- 《React Native 精解与实战》书籍连载「Node.js 简介与 React Native 开发环境配置」
此文是我的出版书籍<React Native 精解与实战>连载分享,此书由机械工业出版社出版,书中详解了 React Native 框架底层原理.React Native 组件布局.组件与 ...
- vue学习(一)、Vue.js简介
Vue.js 五天 汤小洋一. Vue.js简介1. Vue.js是什么Vue.js也称为Vue,读音/vju:/,类似view,错误读音v-u-e 版本:v1.0 v2.0 是一个构建用户界面的框架 ...
- JS 简介
JS 简介 JavaScript 是世界上最流行的编程语言. 这门语言可用于 HTML 和 web,更可广泛用于服务器.PC.笔记本电脑.平板电脑和智能手机等设备. avaScript 是脚本语言 J ...
- Zepto.js简介
Zepto.js简介 一.总结 一句话总结: Zepto.js语法和jquery起码百分之90相似,主要做移动端框架,和jquery mobile是一个类型的概念 1.Zepto.js做移动端的特点? ...
- 在electron中使用sqlite:sql.js简介
在electron中使用sqlite:sql.js简介 在开发electron应用的时候如果想要使用sqlite3,步骤上除了npm安装以外还要rebuild,比较麻烦.如果你想找一个开箱即用的sql ...
随机推荐
- 加速传感器(CoreMotion) swift
// // ViewController.swift // UILabelTest // // Created by mac on 15/6/23. // Copyright (c) 2015年 fa ...
- [SSH服务]——一个SSH无密码登陆实验
实验拓扑图 实验描述 机房内有两台服务器: (1)B服务器10.0.10.158,充当Web服务器,有普通用户user_00 (2)C服务器10.0.10.191,充当Mysql服务器,有普通用户us ...
- Linux下各硬件装置的文件名
Linux对计算机各组件/装置的分辨,是和Windows系统完全不一样的!因为各个组件/设备在Linux上都是一个文件!因此,我们在认识各项设备时一定要学习Linux的设备文件名. 众所周知,Linu ...
- 四则运算2+psp0级表格
四则运算2 一.题目和要求 题目:写一个能自动生成小学四则运算题目的程序,要求一次输出不少于30道,只能是整数100以内的四则运算(四则运算1升级版) 要求: 1.题目避免重复 2.可定制(数量/打印 ...
- Eigen库实现简单的旋转、平移操作
本来课程要求用GUI界面来实现Eigen的旋转.平移操作的,但是接触GUI编程时间太短,虽然要求很简单,但是做了几天还是没有完成.就把命令行下面的简单的贴一下吧. main.cpp #include ...
- 修改ptrace_scope
需要将kernel.yama.ptrace_scope=1 改为kernel.yama.ptrace_scope=0 文件位于/etc/sysctl.d/目录下 修改后需要用sysctl -p /et ...
- Google Guava学习笔记——简介
Google Guava是什么东西?首先要追溯到2007年的“Google Collections Library”项目,它提供对Java 集合操作的工具类.后来Guava被进化为Java程序员开发必 ...
- Jenkins-测试自动化环境搭建(Python+RobotFramework+selenium)
下载插件: Python:https://wiki.jenkins-ci.org/display/JENKINS/Python+Plugin RobotFramework:https://wiki.j ...
- Dijkstra--POJ 2502 Subway(求出所有路径再求最短路径)
题意: 你从家往学校赶,可以用步行和乘坐地铁这两种方式,步行速度为10km/h,乘坐地铁的速度为40KM/h.输入数据的第一行数据会给你起点和终点的x和y的坐标.然后会给你数目不超过200的双向地铁线 ...
- 【CentOS】安装chrome
参考资料:http://www.cnblogs.com/xia520pi/p/3545715.html 问题描述: 出现如下错误: 升级glibc任然无效,最后在博客园:http://www.cnbl ...