Learning Three.js - the JavaScript 3D library for WebGL create stunning 3D graphics in your browser using the Three.js JavaScript library

If you know JavaScript and want to start creating 3D graphics that run in any browser, this book is a great choice for you. You don't need to know anything about math or WebGL; all that you need is general knowledge of JavaScript and HTML.

Detalles Bibliográficos
Otros Autores: Dirksen, Jos, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England ; Mumbai, [India] : Packt Publishing 2015.
Edición:2nd ed
Colección:Community experience distilled.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628922006719
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Creating Your First 3D Scene with Three.js; Requirements to use Three.js; Getting the source code; Using Git to clone the repository; Downloading and extracting the archive; Testing the examples; Python-based web servers should work on most Unix/Mac systems; Npm-based web server if you've worked with Node.js; Portable version Mongoose for Mac and/or Windows; Disabling security exceptions in Firefox and Chrome; Creating the HTML skeleton
  • Rendering and viewing a 3D objectAdding materials, lights, and shadows; Expanding your first scene with animations; Introducing requestAnimationFrame; Animating the cube; Bouncing the ball; Using dat.GUI to make experimenting easier; Automatically resize the output when browser size changes; Summary; Chapter 2: Basic Components That Make Up a Three.js Scene; Creating a scene; Basic functionality of a scene; Adding fog to the scene; Using the overrideMaterial property; Geometries and meshes; The properties and functions of a geometry; Functions and attributes for meshes
  • Different cameras for different usesOrthographic camera versus perspective camera; Looking at specific points; Summary; Chapter 3: Working with the Different Light Sources Available in Three.js; Different kinds of lighting provided by Three.js; Basic lights; THREE.AmbientLight; Using the THREE.Color object; THREE.PointLight; THREE.SpotLight; THREE.DirectionalLight; Special lights; THREE.HemisphereLight; THREE.AreaLight; LensFlare; Summary; Chapter 4: Working with Three.js Materials; Understanding common material properties; Basic properties; Blending properties; Advanced properties
  • Starting with a simple meshTHREE.MeshBasicMaterial; THREE.MeshDepthMaterial; Combining materials; THREE.MeshNormalMaterial; THREE.MeshFaceMaterial; Advanced materials; THREE.MeshLambertMaterial; THREE.MeshPhongMaterial; Creating your own shaders with THREE.ShaderMaterial; Materials you can use for a line geometry; THREE.LineBasicMaterial; THREE.LineDashedMaterial; Summary; Chapter 5: Learning to Work with Geometries; The basic geometries provided by Three.js; Two-dimensional geometries; THREE.PlaneGeometry; THREE.CircleGeometry; THREE.RingGeometry; THREE.ShapeGeometry
  • Three-dimensional geometriesTHREE.BoxGeometry; THREE.SphereGeometry; THREE.CylinderGeometry; THREE.TorusGeometry; THREE.TorusKnotGeometry; THREE.PolyhedronGeometry; Summary; Chapter 6: Advanced Geometries and Binary Operations; THREE.ConvexGeometry; THREE.LatheGeometry; Creating a geometry by extruding; THREE.ExtrudeGeometry; THREE.TubeGeometry; Extrude from SVG; THREE.ParametricGeometry; Creating 3D text; Rendering text; Adding custom fonts; Using binary operations to combine meshes; The subtract function; The intersect function; The union function; Summary
  • Chapter 7: Particles, Sprites, and the Point Cloud