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Intro to THREE.js Dr. Mihail November 2, 2015 (Dr. Mihail) - PowerPoint PPT Presentation

Intro to THREE.js Dr. Mihail November 2, 2015 (Dr. Mihail) THREE.js November 2, 2015 1 / 18 What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. (Dr. Mihail)


  1. Intro to THREE.js Dr. Mihail November 2, 2015 (Dr. Mihail) THREE.js November 2, 2015 1 / 18

  2. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  3. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  4. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  5. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  6. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime Cameras (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  7. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime Cameras Animation (skinning, forward kinematics, inverse kinematics, morph, keyframe, etc.) (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  8. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime Cameras Animation (skinning, forward kinematics, inverse kinematics, morph, keyframe, etc.) Lights (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  9. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime Cameras Animation (skinning, forward kinematics, inverse kinematics, morph, keyframe, etc.) Lights Materials (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  10. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime Cameras Animation (skinning, forward kinematics, inverse kinematics, morph, keyframe, etc.) Lights Materials Shaders (access to full GLSL) (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  11. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime Cameras Animation (skinning, forward kinematics, inverse kinematics, morph, keyframe, etc.) Lights Materials Shaders (access to full GLSL) Geometry (plane, cube, sphere, torus, 3D text) (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  12. What is THREE High-level library built on top of WebGL. THREE makes it possible to author complex 3D graphics with minimal effort. Features: Highly object oriented Many built in effects Implements the concept of “scene” to which you can add/remove objects during runtime Cameras Animation (skinning, forward kinematics, inverse kinematics, morph, keyframe, etc.) Lights Materials Shaders (access to full GLSL) Geometry (plane, cube, sphere, torus, 3D text) Data loaders (textuers and models) (Dr. Mihail) THREE.js November 2, 2015 2 / 18

  13. THREE Basic idea Scene Camera Lights Action (Dr. Mihail) THREE.js November 2, 2015 3 / 18

  14. Download Download three.js threejs.org The download will contain all the source code, including examples, etc. You need the ./build folder. (Dr. Mihail) THREE.js November 2, 2015 4 / 18

  15. HTML Basics: index.html 1 2 <!DOCTYPE html > 3 <html > 4 <head > 5 <link rel="stylesheet" href="./ style.css"> 6 <script src="./ three.js" ></script > 7 </head > 8 <body > 9 <script src="./ main.js" ></script > 10 </body > 11 </html > (Dr. Mihail) THREE.js November 2, 2015 5 / 18

  16. HTML Basics: index.html 1 2 <!DOCTYPE html > 3 <html > 4 <head > 5 <link rel="stylesheet" href="./ style.css"> 6 <script src="./ three.js" ></script > 7 </head > 8 <body > 9 <script src="./ main.js" ></script > 10 </body > 11 </html > (Dr. Mihail) THREE.js November 2, 2015 6 / 18

  17. HTML Basics: style.css 1 canvas { 2 position: fixed; 3 top: 0; 4 left: 0; 5 } (Dr. Mihail) THREE.js November 2, 2015 7 / 18

  18. HTML Basics: main.js 1 2 // initialize WebGL and THREE renderer 3 4 var width = window.innerWidth; 5 var height = window.innerHeight; 6 7 8 var renderer = new THREE. WebGLRenderer ({ antialias: true }); 9 renderer.setSize(width , height); 10 document.body.appendChild(renderer.domElement); (Dr. Mihail) THREE.js November 2, 2015 8 / 18

  19. HTML Basics: main.js 1 2 // initialize WebGL and THREE renderer 3 4 var width = window.innerWidth; 5 var height = window.innerHeight; 6 7 8 var renderer = new THREE. WebGLRenderer ({ antialias: true }); 9 renderer.setSize(width , height); 10 document.body.appendChild(renderer.domElement); (Dr. Mihail) THREE.js November 2, 2015 9 / 18

  20. Scene Basics: main.js 1 2 // create scene object 3 var scene = new THREE.Scene; 4 5 // create simple geometry and add to scene 6 var cubeGeometry = new THREE. CubeGeometry (15,15, 15); 7 var cubeMaterial = new THREE. MeshLambertMaterial ({ color: 0xaaff44 }); 8 var cube = new THREE.Mesh(cubeGeometry , cubeMaterial ); 9 scene.add(cube); (Dr. Mihail) THREE.js November 2, 2015 10 / 18

  21. Camera Basics: main.js 1 // create perspective camera 2 var camera = new THREE. PerspectiveCamera (45, width / height , 0.1, 10000); 3 camera.position.y = 16; 4 camera.position.z = 40; 5 // add to scene and renderer 6 scene.add(camera); 7 renderer.render(scene , camera); 8 // create the view matrix (lookAt) 9 camera.lookAt(cube.position); (Dr. Mihail) THREE.js November 2, 2015 11 / 18

  22. Lights Basics: main.js 1 // add lighting and add to scene 2 var pointLight = new THREE.PointLight (0 xaabbcc); 3 pointLight.position.set(0, 16, 16); 4 scene.add(pointLight); (Dr. Mihail) THREE.js November 2, 2015 12 / 18

  23. Action Basics: main.js 1 renderer.render(scene , camera); 2 function render () { 3 renderer.render(scene , camera); 4 requestAnimationFrame (render); 5 cube.rotation.y+=0.01; // animate 6 } 7 render (); (Dr. Mihail) THREE.js November 2, 2015 13 / 18

  24. Textures Basics: main.js 1 var cubeMaterial = new THREE. MeshLambertMaterial ({ map: THREE.ImageUtils. loadTexture(’crate.jpg’)}); (Dr. Mihail) THREE.js November 2, 2015 14 / 18

  25. Models 3D Models Asynchronously: Load the model’s texture maps Load the model Add to scene (Dr. Mihail) THREE.js November 2, 2015 15 / 18

  26. Textures Basics: main.js 1 var texture = new THREE.Texture (); 2 var loader = new THREE.ImageLoader( manager ); 3 loader.load( ’UV_Grid_Sm.jpg’, function ( image ) { 4 texture.image = image; 5 texture.needsUpdate = true; 6 } ); (Dr. Mihail) THREE.js November 2, 2015 16 / 18

  27. Model Housekeeping 1 var manager = new THREE. LoadingManager (); 2 manager.onProgress = function ( item , loaded , total ) { 3 console.log( item , loaded , total ); 4 }; 5 var onProgress = function ( xhr ) { 6 if ( xhr. lengthComputable ) { 7 var percentComplete = xhr.loaded / xhr.total * 100; 8 console.log( Math.round(percentComplete , 2) + ’% downloaded ’ ); 9 } 10 }; 11 var onError = function ( xhr ) { }; (Dr. Mihail) THREE.js November 2, 2015 17 / 18

  28. Model Loading the model 1 var loader = new THREE.OBJLoader( manager ); 2 loader.load( ’male02.obj’, function ( object ) { 3 object.scale.set (0.5 , 0.5, 0.5); 4 object.position.y = -50; 5 object.traverse( function ( child ) { 6 if ( child instanceof THREE.Mesh ) { 7 child.material.map = texture; 8 } 9 } ); 10 scene.add( object ); 11 }, onProgress , onError ); (Dr. Mihail) THREE.js November 2, 2015 18 / 18

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