ThreeJS
Aus Wikizone
Version vom 25. Dezember 2021, 18:32 Uhr von 134.3.241.3 (Diskussion)
https://threejs.org/ https://threejsfundamentals.org/ https://threejs.org/editor/ (Szenen und Objekte erstellen und expportieren) https://threejs-journey.com/ Bruno Simon Course (registriert mit dev@stephanschlegel.de)
Basics
Basic Scene
// Canvas
const canvas = document.querySelector('canvas')
console.log(canvas)
// Scene
const scene = new THREE.Scene()
// Red cube
const geometry = new THREE.BoxGeometry(1,1,1);
const material = new THREE.MeshBasicMaterial({
color: '#ff0000'
})
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
// Sizes
const sizes = {
width: 800,
height: 600,
}
const fov = 75
// Camera (field of view, aspect ratio)
const camera = new THREE.PerspectiveCamera(fov, sizes.width / sizes.height)
camera.position.z = 3 // move camera a little backward
scene.add(camera)
// Renderer
const renderer = new THREE.WebGLRenderer({
canvas: canvas
})
renderer.setSize(sizes.width, sizes.height) // renderer needs size too
renderer.render(scene, camera)
Basic animation example
// Canvas
const canvas = document.querySelector('canvas.webgl')
// Scene
const scene = new THREE.Scene()
// Object
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial({
color: 0xff0000
})
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
// Sizes
const sizes = {
width: 800,
height: 600
}
// Camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height)
camera.position.z = 3
scene.add(camera)
// Renderer
const renderer = new THREE.WebGLRenderer({
canvas: canvas
})
renderer.setSize(sizes.width, sizes.height)
// ANIMATIONS
const clock = new THREE.Clock()
const tick = () =>
{
const elapsedTime = clock.getElapsedTime()
//console.log(elapsedTime)
// rotate the cube
mesh.rotation.y = elapsedTime * Math.PI * 0.1
// circular movement of camera
camera.position.y = Math.sin(elapsedTime)
camera.position.x = Math.cos(elapsedTime)
camera.lookAt(mesh.position)
// Render new setting
renderer.render(scene, camera)
// tell JS to call tick on the next frame
window.requestAnimationFrame(tick)
}
// GO...
tick()