This is the first article in a series of articles about three.js. Three.js is a 3D library that tries to make it as easy as possible to get 3D content on a webpage.
Three.js is often confused with WebGL since more often than not, but not always, three.js uses WebGL to draw 3D. WebGL is a very low-level system that only draws points, lines, and triangles. To do anything useful with WebGL generally requires quite a bit of code and that is where three.js comes in. It handles stuff like scenes, lights, shadows, materials, textures, 3d math, all things that you'd have to write yourself if you were to use WebGL directly.
These tutorials assume you already know JavaScript and, for the most part they will use ES6 style. See here for a terse list of things you're expected to already know. Most browsers that support three.js are auto-updated so most users should be able to run this code. If you'd like to make this code run on really old browsers look into a transpiler like Babel. Of course users running really old browsers probably have machines that can't run three.js.
When learning most programming languages the first thing people
do is make the computer print "Hello World!"
. For 3D one
of the most common first things to do is to make a 3D cube.
So let's start with "Hello Cube!"
Before we get started let's try to give you an idea of the structure of a three.js app. A three.js app requires you to create a bunch of objects and connect them together. Here's a diagram that represents a small three.js app
Things to notice about the diagram above.
There is a Renderer
. This is arguably the main object of three.js. You pass a
Scene
and a Camera
to a Renderer
and it renders (draws) the portion of
the 3D scene that is inside the frustum of the camera as a 2D image to a
canvas.
There is a scenegraph which is a tree like
structure, consisting of various objects like a Scene
object, multiple
Mesh
objects, Light
objects, Group
, Object3D
, and Camera
objects. A
Scene
object defines the root of the scenegraph and contains properties like
the background color and fog. These objects define a hierarchical parent/child
tree like structure and represent where objects appear and how they are
oriented. Children are positioned and oriented relative to their parent. For
example the wheels on a car might be children of the car so that moving and
orienting the car's object automatically moves the wheels. You can read more
about this in the article on scenegraphs.
Note in the diagram Camera
is half in half out of the scenegraph. This is to
represent that in three.js, unlike the other objects, a Camera
does not have
to be in the scenegraph to function. Just like other objects, a Camera
, as a
child of some other object, will move and orient relative to its parent object.
There is an example of putting multiple Camera
objects in a scenegraph at
the end of the article on scenegraphs.
Mesh
objects represent drawing a specific Geometry
with a specific
Material
. Both Material
objects and Geometry
objects can be used by
multiple Mesh
objects. For example to draw two blue cubes in different
locations we could need two Mesh
objects to represent the position and
orientation of each cube. We would only need one Geometry
to hold the vertex
data for a cube and we would only need one Material
to specify the color
blue. Both Mesh
objects could reference the same Geometry
object and the
same Material
object.
Geometry
objects represent the vertex data of some piece of geometry like
a sphere, cube, plane, dog, cat, human, tree, building, etc...
Three.js provides many kinds of built in
geometry primitives. You can also
create custom geometry as well as
load geometry from files.
Material
objects represent
the surface properties used to draw geometry
including things like the color to use and how shiny it is. A Material
can also
reference one or more Texture
objects which can be used, for example,
to wrap an image onto the surface of a geometry.
Texture
objects generally represent images either loaded from image files,
generated from a canvas or rendered from another scene.
Light
objects represent different kinds of lights.
Given all of that we're going to make the smallest "Hello Cube" setup that looks like this
First let's load three.js
<script type="module"> import * as THREE from 'three'; </script>
It's important you put type="module"
in the script tag. This enables
us to use the import
keyword to load three.js. As of r147, this is the
only way to load three.js properly. Modules have the advantage that they can easily import other modules
they need. That saves us from having to manually load extra scripts
they are dependent on.
Next we need is a <canvas>
tag so...
<body> <canvas id="c"></canvas> </body>
We will ask three.js to draw into that canvas so we need to look it up.
<script type="module"> import * as THREE from 'three'; +function main() { + const canvas = document.querySelector('#c'); + const renderer = new THREE.WebGLRenderer({antialias: true, canvas}); + ... </script>
After we look up the canvas we create a WebGLRenderer
. The renderer
is the thing responsible for actually taking all the data you provide
and rendering it to the canvas.
Note there are some esoteric details here. If you don't pass a canvas into three.js it will create one for you but then you have to add it to your document. Where to add it may change depending on your use case and you'll have to change your code so I find that passing a canvas to three.js feels a little more flexible. I can put the canvas anywhere and the code will find it whereas if I had code to insert the canvas into to the document I'd likely have to change that code if my use case changed.
Next up we need a camera. We'll create a PerspectiveCamera
.
const fov = 75; const aspect = 2; // the canvas default const near = 0.1; const far = 5; const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
fov
is short for field of view
. In this case 75 degrees in the vertical
dimension. Note that most angles in three.js are in radians but for some
reason the perspective camera takes degrees.
aspect
is the display aspect of the canvas. We'll go over the details
in another article but by default a canvas is
300x150 pixels which makes the aspect 300/150 or 2.
near
and far
represent the space in front of the camera
that will be rendered. Anything before that range or after that range
will be clipped (not drawn).
Those four settings define a "frustum". A frustum is the name of a 3d shape that is like a pyramid with the tip sliced off. In other words think of the word "frustum" as another 3D shape like sphere, cube, prism, frustum.
The height of the near and far planes are determined by the field of view. The width of both planes is determined by the field of view and the aspect.
Anything inside the defined frustum will be drawn. Anything outside will not.
The camera defaults to looking down the -Z axis with +Y up. We'll put our cube at the origin so we need to move the camera back a little from the origin in order to see anything.
camera.position.z = 2;
Here's what we're aiming for.
In the diagram above we can see our camera is at z = 2
. It's looking
down the -Z axis. Our frustum starts 0.1 units from the front of the camera
and goes to 5 units in front of the camera. Because in this diagram we are looking down,
the field of view is affected by the aspect. Our canvas is twice as wide
as it is tall so across the canvas the field of view will be much wider than
our specified 75 degrees which is the vertical field of view.
Next we make a Scene
. A Scene
in three.js is the root of a form of scene graph.
Anything you want three.js to draw needs to be added to the scene. We'll
cover more details of how scenes work in a future article.
const scene = new THREE.Scene();
Next up we create a BoxGeometry
which contains the data for a box.
Almost anything we want to display in Three.js needs geometry which defines
the vertices that make up our 3D object.
const boxWidth = 1; const boxHeight = 1; const boxDepth = 1; const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
We then create a basic material and set its color. Colors can be specified using standard CSS style 6 digit hex color values.
const material = new THREE.MeshBasicMaterial({color: 0x44aa88});
We then create a Mesh
. A Mesh
in three.js represents the combination
of three things
Geometry
(the shape of the object)Material
(how to draw the object, shiny or flat, what color, what texture(s) to apply. Etc.)const cube = new THREE.Mesh(geometry, material);
And finally we add that mesh to the scene
scene.add(cube);
We can then render the scene by calling the renderer's render function and passing it the scene and the camera
renderer.render(scene, camera);
Here's a working example
It's kind of hard to tell that is a 3D cube since we're viewing it directly down the -Z axis and the cube itself is axis aligned so we're only seeing a single face.
Let's animate it spinning and hopefully that will make
it clear it's being drawn in 3D. To animate it we'll render inside a render loop using
requestAnimationFrame
.
Here's our loop
function render(time) { time *= 0.001; // convert time to seconds cube.rotation.x = time; cube.rotation.y = time; renderer.render(scene, camera); requestAnimationFrame(render); } requestAnimationFrame(render);
requestAnimationFrame
is a request to the browser that you want to animate something.
You pass it a function to be called. In our case that function is render
. The browser
will call your function and if you update anything related to the display of the
page the browser will re-render the page. In our case we are calling three's
renderer.render
function which will draw our scene.
requestAnimationFrame
passes the time since the page loaded to
our function. That time is passed in milliseconds. I find it's much
easier to work with seconds so here we're converting that to seconds.
We then set the cube's X and Y rotation to the current time. These rotations are in radians. There are 2 pi radians in a circle so our cube should turn around once on each axis in about 6.28 seconds.
We then render the scene and request another animation frame to continue our loop.
Outside the loop we call requestAnimationFrame
one time to start the loop.
It's a little better but it's still hard to see the 3d. What would help is to add some lighting so let's add a light. There are many kinds of lights in three.js which we'll go over in a future article. For now let's create a directional light.
const color = 0xFFFFFF; const intensity = 3; const light = new THREE.DirectionalLight(color, intensity); light.position.set(-1, 2, 4); scene.add(light);
Directional lights have a position and a target. Both default to 0, 0, 0. In our case we're setting the light's position to -1, 2, 4 so it's slightly on the left, above, and behind our camera. The target is still 0, 0, 0 so it will shine toward the origin.
We also need to change the material. The MeshBasicMaterial
is not affected by
lights. Let's change it to a MeshPhongMaterial
which is affected by lights.
-const material = new THREE.MeshBasicMaterial({color: 0x44aa88}); // greenish blue +const material = new THREE.MeshPhongMaterial({color: 0x44aa88}); // greenish blue
Here is our new program structure
And here it is working.
It should now be pretty clearly 3D.
Just for the fun of it let's add 2 more cubes.
We'll use the same geometry for each cube but make a different material so each cube can be a different color.
First we'll make a function that creates a new material with the specified color. Then it creates a mesh using the specified geometry and adds it to the scene and sets its X position.
function makeInstance(geometry, color, x) { const material = new THREE.MeshPhongMaterial({color}); const cube = new THREE.Mesh(geometry, material); scene.add(cube); cube.position.x = x; return cube; }
Then we'll call it 3 times with 3 different colors and X positions
saving the Mesh
instances in an array.
const cubes = [ makeInstance(geometry, 0x44aa88, 0), makeInstance(geometry, 0x8844aa, -2), makeInstance(geometry, 0xaa8844, 2), ];
Finally we'll spin all 3 cubes in our render function. We compute a slightly different rotation for each one.
function render(time) { time *= 0.001; // convert time to seconds cubes.forEach((cube, ndx) => { const speed = 1 + ndx * .1; const rot = time * speed; cube.rotation.x = rot; cube.rotation.y = rot; }); ...
and here's that.
If you compare it to the top down diagram above you can see it matches our expectations. With cubes at X = -2 and X = +2 they are partially outside our frustum. They are also somewhat exaggeratedly warped since the field of view across the canvas is so extreme.
Our program now has this structure
As you can see we have 3 Mesh
objects each referencing the same BoxGeometry
.
Each Mesh
references a unique MeshPhongMaterial
so that each cube can have
a different color.
I hope this short intro helps to get things started. Next up we'll cover making our code responsive so it is adaptable to multiple situations.