ThreeJS - Snippets
Links
ThreeJS Three.js - advanced snippets
Helfer
Axes Helper
Koordinatenachsen anzeigen
const axesHelper = new THREE.AxesHelper( 5 ); scene.add( axesHelper );
Viewport Settings
Handle Viewport Resizing
window.addEventListener('resize', () =>{
console.log('window resized')
// Update sizes
sizes.width = window.innerWidth
sizes.height = window.innerHeight
// Update camera
camera.aspect = sizes.width/sizes.height
camera.updateProjectionMatrix()
// Update renderer
renderer.setSize(sizes.width,sizes.height)
renderer.setPixelRatio( Math.min(window.devicePixelRatio, 2) ) // in case monitor changed in double monitor settings
})
Handle Pixel Ratio Setting (Retina Displays)
Retina Displays haben eine Pixel Ratio von 2. D.h. das Display kann einen "Software"Bildpixel nochmal auf 4 physische Pixel verteilen und damit vor allem Vektoren nochmal schärfer darstellen. ThreeJS kann diese zusätzlichen Pixel ebenfalls nutzen wenn man dem renderer die Pixel Ratio mitgibt. Allerdings muss der Renderer auch mehr tun.
Moderne Handys haben Ratios bis zu 5, das ist allerdings sinnlos mehr als 2 oder 3 sehen wir bei normalem Betrachtungsabstand eh nicht. Deshalb setzen wir wenn möglich einen Ratio so hoch wie das Gerät kann aber nicht höher als 2 um die Performance zu erhalten.
renderer.setPixelRatio( Math.min(window.devicePixelRatio, 2) )
Handle Fullscreen Mode
// Handle Fullscreen
// including safari (needs webkit prefix)
window.addEventListener('dblclick', () =>
{
const fullscreenElement = document.fullscreenElement || document.webkitFullscreenElement
if(!fullscreenElement)
{
if(canvas.requestFullscreen)
{
canvas.requestFullscreen()
}
else if(canvas.webkitRequestFullscreen)
{
canvas.webkitRequestFullscreen()
}
}
else
{
if(document.exitFullscreen)
{
document.exitFullscreen()
}
else if(document.webkitExitFullscreen)
{
document.webkitExitFullscreen()
}
}
})
Animation Basics
Three.js - Animation
Timebased Tick / Loop Function
ThreeJS Clock Object
const clock = new THREE.Clock()
const tick = () =>
{
// Hint: do NOT use clock.getDelta() - it can cause problems (buggy in end of 2021)
const elapsedTime = clock.getElapsedTime()
//console.log(elapsedTime)
mesh.rotation.y = elapsedTime * Math.PI * 2 // one revolution / s
camera.lookAt(mesh.position)
camera.position.z = Math.sin(elapsedTime) // back and forth
// Render
renderer.render(scene, camera)
window.requestAnimationFrame(tick)
}
tick()
GSAP Animation
// GSAP has it's own requestAnimationFrame, thus no time calculation needed
// we just let gsap update our values and tick does render each frame
gsap.to(mesh.position,{ duration: 1, delay: 1, x: 2 })
gsap.to(mesh.position,{ duration: 1, delay: 1, x: 0 })
const tick = () =>
{
// Render on each frame
renderer.render(scene, camera)
window.requestAnimationFrame(tick)
}
// GO...
tick()
Nützliche Snippets für Animationen
Kreisbewegung / Circular Movement
myObject.position.y = Math.sin(elapsedTime) //(-1 -> 1 -> -1 -> ...) myObject.position.x = Math.cos(elapsedTime)
Cursor auswerten
// Sizes
const sizes = { width: 800, height: 600}
// Cursor
const cursor = {
x: 0,
y: 0
}
window.addEventListener('mousemove', (event) =>
{
//cursor.x = event.clientX / sizes.width // 0 <= x <= 1
cursor.x = event.clientX / sizes.width - 0.5// -0.5 <= x <= +0.5
cursor.y = event.clientY / sizes.height - 0.5// -0.5 <= x <= +0.5
console.log('x: ' + cursor.x)
console.log('y: ' + cursor.y)
})
// ...
// Update camera with position
camera.position.x = cursor.x * 10
camera.position.y = cursor.y * 10
Kamera auf einer Kreisbahn
Das obige Beispiel läßt sich ausbauen. Die Mausbewegung gibt uns nun cursor.x Werte von -0.5 bis 0.5. Wenn wir auf zwei Achsen sinus und cosinus kombinieren bekommen wir eine Kreisbahn um den Mittelpunkt auf der Ebene dieser beiden Achsen. Eine volle Umdrehung bekommen wir wenn wir mit 2xPi multiplizieren. Den Abstand vergrößern wir wenn wir das Ergebnis mit irgendeinem Faktor multiplizieren.
// Update camera
camera.position.x = Math.sin(cursor.x * 2 * Math.PI) * 3
camera.position.z = Math.cos(cursor.x * 2 * Math.PI) * 3
camera.position.y = cursor.y * 5 // damit wir auch etwas von oben oder unten schauen können
camera.lookAt(mesh.position) // look at center
Für eine Kreisbahn um ein Objekt das nicht im Mittelpunkt ist, müßten wir noch die Koordinaten des Objekts auslesen und zu den Kamerakoordinaten addieren. So könnten wir den kompletten Kreis verschieben.
Bouncing Sphere + Shadow
// Update the sphere
sphere.position.x = Math.cos(elapsedTime) * 1.5
sphere.position.z = Math.sin(elapsedTime) * 1.5
sphere.position.y = Math.abs(Math.sin(elapsedTime * 3))
// Update the shadow accordingly
sphereShadow.position.x = sphere.position.x
sphereShadow.position.z = sphere.position.z
sphereShadow.material.opacity = (1 - sphere.position.y) * 0.3
Orbit Controls
https://threejs.org/docs/index.html?q=controls#examples/en/controls/OrbitControls
ThreeJS spart mit eigenen Control Klassen eine Menge Arbeit. OrbitControls müssen zusätzlich geladen werden. Also in HTML
<script src="/javascripts/OrbitControls.js"></script>
Oder z.B. in Webpack:
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
Dann erstellt man einfach ein OrbitControl Objekt und übergibt die Kamera und ein DOM Objekt (i.d.R. das Canvas).
const controls = new OrbitControls(camera,canvas)
Geometry Snippets
Create Geometry / Geometry Objekt erzeugen
Beispiel: viele zufällige Dreiecke erzeugen
// Object
// const geometry = new THREE.BoxGeometry(1, 1, 1, 2, 2, 2)
const geometry = new THREE.BufferGeometry()
const count = 50
const positionsArray = new Float32Array(count * 3 * 3)
for (let i = 0; i < positionsArray.length; i++) {
positionsArray[i] = Math.random() - 0.5 //-0.5 < x < 0.5
}
const positionsAttribute = new THREE.BufferAttribute(positionsArray,3) // use vals 3 by 3
geometry.setAttribute('position',positionsAttribute) // position is the attribute name in shaders
// Example Array
// const positionsArray = new Float32Array([
// 0,0,0,
// 0,1,0,
// 1,0,0
// ])
Debugging
lil-gui
// https://lil-gui.georgealways.com/#
import GUI from 'lil-gui';
/**
* Debug
*/
const gui = new GUI({
width:400
})
gui.close()
//...
// Debug
//gui.add(mesh.position,'y',-2,2,0.1) // OR
gui.add(mesh.position,'y')
.min(-2)
.max(3)
.step(0.1)
.name('elevation') // chain version
gui.add(mesh,'visible')
gui.add(material,'wireframe')
// we can not use material.color as it's not an object
// thus we use a separately created object...
// ... and update material when this param changed:
gui.addColor(params,'color')
.onChange( ()=>
{
material.color.set(params.color)
})
gui.add(params, 'spin')
Textures
https://threejs.org/docs/index.html?q=texture#api/en/constants/Textures three.js - Textures - ausführliche Infos zu TextureLoader Callbacks, LoadingManager...
Beispiel
/**
* Textures
*/
const textureLoader = new THREE.TextureLoader()
const doorColorTexture = textureLoader.load('/textures/door/color.jpg')
const doorAlphaTexture = textureLoader.load('/textures/door/alpha.jpg')
const doorAmbientOcclusionTexture = textureLoader.load('/textures/door/ambientOcclusion.jpg')
const doorHeightTexture = textureLoader.load('/textures/door/height.jpg')
const doorNormalTexture = textureLoader.load('/textures/door/normal.jpg')
const doorMetalnessTexture = textureLoader.load('/textures/door/metalness.jpg')
const doorRoughnessTexture = textureLoader.load('/textures/door/roughness.jpg')
// HOW TO REPEAT TILES...
const repeat = 10;
const grassColorTexture = textureLoader.load('/textures/grass/color.jpg')
const grassNormalTexture = textureLoader.load('/textures/grass/normal.jpg')
const grassRoughnessTexture = textureLoader.load('/textures/grass/roughness.jpg')
grassColorTexture.repeat.set(repeat,repeat)
grassNormalTexture.repeat.set(repeat,repeat)
grassRoughnessTexture.repeat.set(repeat,repeat)
grassColorTexture.wrapS = THREE.RepeatWrapping
grassNormalTexture.wrapS = THREE.RepeatWrapping
grassRoughnessTexture.wrapS = THREE.RepeatWrapping
grassColorTexture.wrapT = THREE.RepeatWrapping
grassNormalTexture.wrapT = THREE.RepeatWrapping
grassRoughnessTexture.wrapT = THREE.RepeatWrapping
//...
/**
* Objects
*/
// Door
const door = new THREE.Mesh(
new THREE.PlaneGeometry(2,2,100,100),// HEIGHTMAP NEEDS SOME SUBDIVISIONS
new THREE.MeshStandardMaterial({
map: doorColorTexture,
transparent: true, // NEEDED FOR ALPHA TO WORK
alphaMap: doorAlphaTexture,
aoMap: doorAmbientOcclusionTexture,
displacementMap: doorHeightTexture,
displacementScale: 0.05,
normalMap: doorNormalTexture,
metalnessMap: doorMetalnessTexture,
roughnessMap: doorRoughnessTexture,
//wireframe: true
})
)
// AOMAP NEEDS HIS OWN UV ATTRIBUTE (here we copy from geometry)
door.geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(door.geometry.attributes.uv.array, 2))
house.add(door)
UV Wrapping
Wrapping Mode
Modes:
THREE.RepeatWrapping THREE.ClampToEdgeWrapping // default THREE.MirroredRepeatWrapping
const colorTexture = textureLoader.load('/textures/door/color.jpg')
// TEXTURE TRANSFORMATIONS
colorTexture.repeat.x = 2
colorTexture.repeat.y = 3
colorTexture.wrapS = THREE.RepeatWrapping
colorTexture.wrapT = THREE.RepeatWrapping
//colorTexture.wrapS = THREE.MirroredRepeatWrapping
//colorTexture.wrapT = THREE.MirroredRepeatWrapping
colorTexture.offset.x = 0.5
colorTexture.offset.y = 0.5
colorTexture.center.x = 0.5
colorTexture.center.y = 0.5
colorTexture.rotation = Math.PI * 0.25
Materials
three.js - materials
Besonders wichtig für realistische Ergebnisse ist das MeshStandardMaterial. Siehe unten.
MeshBasicMaterial
const material = new THREE.MeshBasicMaterial()
material.color.set(0xaabb00)
material.map = doorColorTexture
material.side = DoubleSide
material.wireframe = true
material.transparent = true
material.opacity = 0.5
material.alphaMap = doorAlphaTexture
Komplexere Materialien haben natürlich weitere Eigenschaften
MeshNormalMaterial
// normally to debug normals
const material = new THREE.MeshNormalMaterial()
material.flatShading = true
MeshMatcapMaterial
https://github.com/nidorx/matcaps - gute Quelle
// MATCAP - simulate lights / good for modelling
const textureLoader = new THREE.TextureLoader()
const matcapTexture = textureLoader.load('textures/matcaps/1.jpg')
const material = new THREE.MeshMatcapMaterial()
material.matcap = matcapTexture
MeshDepthMaterial
Nahe Bereiche werden hell, ferne dunkel gerendert. Kann man z.B. für Camera Tests oder für Nebel nutzen
// DEPTH
const material = new THREE.MeshDepthMaterial()
material.transparent = true
material.opacity = 0.8
MeshLambertMaterial
- Benötigt / Reagiert mit Licht
- Performant
- Ergibt manchmal Linien-Artefakte in der Geometrie
// LAMBERT (reacts to light)
const material = new THREE.MeshLambertMaterial()
MeshPhongMaterial
Ähnlich wie Lambert.
- Keine Artefakte
- Weniger Performant
- Erlaubt auch Lichtreflexion nicht nur Schattierung
// PHONG
const material = new THREE.MeshPhongMaterial
material.color.set(0xddeeee) // Grundfarbe
material.shininess = 180 // Glanz
material.specular = new THREE.Color(0x0066ff) // Glanzlichtfarbe
MeshToonMaterial
Cartoonartigen Effekt. Graustufengradient für Anzahl der Schattierungen. Dann NearestFilter verwenden, damit der Standardfilter die Abstufungen beim Mipmapping nicht kaputt macht.
const gradientTexture = textureLoader.load('textures/gradients/3.jpg')
gradientTexture.generateMipmaps = false
gradientTexture.minFilter = THREE.NearestFilter
gradientTexture.magFilter = THREE.NearestFilter
// TOON
const material = new THREE.MeshToonMaterial()
material.gradientMap = gradientTexture
MeshStandardMaterial
Standard Physical Based Rendering Material
// TEXTURES
const textureLoader = new THREE.TextureLoader()
const doorColorTexture = textureLoader.load('textures/door/color.jpg')
const doorAlphaTexture = textureLoader.load('textures/door/alpha.jpg')
const doorAmbientOcclusionTexture = textureLoader.load('textures/door/ambientOcclusion.jpg')
const doorHeightTexture = textureLoader.load('textures/door/height.jpg')
const doorMetalnessTexture = textureLoader.load('textures/door/metalness.jpg')
const doorNormalTexture = textureLoader.load('textures/door/normal.jpg')
const doorRoughnessTexture = textureLoader.load('textures/door/roughness.jpg')
// STANDARD MATERIAL
const material = new THREE.MeshStandardMaterial()
material.side = DoubleSide
material.map = doorColorTexture
material.roughness = 1 // default
material.roughnessMap = doorRoughnessTexture
material.metalness = 0 // default
material.metalnessMap = doorMetalnessTexture
material.aoMap = doorAmbientOcclusionTexture
material.aoMapIntensity = 1.1
material.displacementMap = doorHeightTexture
material.displacementScale = 0.03
material.normalMap = doorNormalTexture
material.normalScale.set(0.5,0.5)
material.transparent = true // needed for alpha to work
material.alphaMap = doorAlphaTexture
// OBJECTS
const plane = new THREE.Mesh(
new THREE.PlaneGeometry(1,1,100,100), // subdivisions needed for height map
material
)
// copy uv coordinates to uv2 attribute needed by aomap
plane.geometry.setAttribute(
'uv2',
new THREE.BufferAttribute(plane.geometry.attributes.uv.array,2)
)
MeshPhysicalMaterial
Wie MeshStandardMaterial bietet aber noch zusätzlich ein Coating. Also z.b. ein Material unter einer Lackschicht.
https://threejs.org/examples/#webgl_materials_physical_clearcoat
- Zusätzlich Coating
- Nicht so Performant wie Standard
PointsMaterial
You can use PointsMaterial with particles.
ShaderMaterial and RawShaderMaterial
ShaderMaterial and RawShaderMaterial can both be used to create your own materials.
Environment Map
The environment map is like an image of what's surrounding the scene. You can use it to add reflection or refraction to your objects. It can also be used as lighting information.
You can use it with many of the materials we saw.
// ENVIRONMENTAL MAP
const cubeTextureLoader = new THREE.CubeTextureLoader()
// load cube-images in the right order...
const environmentMapTexture = cubeTextureLoader.load([
'/textures/environmentMaps/4/px.png',
'/textures/environmentMaps/4/nx.png',
'/textures/environmentMaps/4/py.png',
'/textures/environmentMaps/4/ny.png',
'/textures/environmentMaps/4/pz.png',
'/textures/environmentMaps/4/nz.png',
])
const material = new THREE.MeshStandardMaterial()
material.envMap = environmentMapTexture
material.metalness = 0.7
material.roughness = 0.2
gui.add(material, 'metalness').min(0).max(1).step(0.0001)
gui.add(material, 'roughness').min(0).max(1).step(0.0001)
Cubemap erzeugen
Environment Maps gibt es in unterschiedlichen Formaten. Z.b. hier als HDRI:
https://polyhaven.com/
Es gibt Tools um diese in Cubemaps umzuwandeln:
https://matheowis.github.io/HDRI-to-CubeMap/
Hinweise
Eigenschaften kann man als Konstruktor Objekt übergeben oder direkt setzen oder über set (manchmal praktischer, wenn als Eigenschaftswert ein Objekt erwartet wird (z.B. bei der Farbe ein Farbobjekt)
3D Text
Three.js - 3D Text http://gero3.github.io/facetype.js/ - Konvertieren von Fonts nach Facetype
Fontloader
Hinweis: Seit three.js 133 muss der Fontloader und die Fontgeometry importiert werden.
https://threejs.org/docs/index.html?q=fontloa#examples/en/loaders/FontLoader
Basic Example
import { FontLoader } from 'three/examples/jsm/loaders/FontLoader.js'
import { TextGeometry } from 'three/examples/jsm/geometries/TextGeometry.js'//i.e. with webpack
//...
/**
* Fonts
*/
const fontLoader = new FontLoader()
fontLoader.load(
//'/fonts/helvetiker_regular.typeface.json',
'/fonts/BebasNeueBook_Regular.json',
(font) =>
{
console.log('font loaded')
const textGeometry = new TextGeometry(
'KHOLJA',
{
font: font,
size: 0.5,
height: 0.2, // more like extrusion depth
curveSegments: 8,
bevelEnabled: true,
bevelThickness: 0.03,
bevelSize: 0.01,
bevelOffset: 0,
bevelSegments: 4
}
)
textGeometry.center() // easy method to center the text
const textMaterial = new THREE.MeshBasicMaterial()
textMaterial.wireframe = true
const text = new THREE.Mesh(textGeometry,textMaterial)
scene.add(text)
}
)
Lights
Three.js - Lights
Light Starters
Neutral Starter
/**
* Lights
*/
// Ambient light
const ambientLight = new THREE.AmbientLight('#ffffff', 0.5)
gui.add(ambientLight, 'intensity').min(0).max(1).step(0.001)
scene.add(ambientLight)
// Directional light
const directionalLight = new THREE.DirectionalLight('#ffffff', 0.5)
directionalLight.position.set(4, 5, - 2)
gui.add(directionalLight, 'intensity').min(0).max(1).step(0.001)
gui.add(directionalLight.position, 'x').min(- 5).max(5).step(0.001)
gui.add(directionalLight.position, 'y').min(- 5).max(5).step(0.001)
gui.add(directionalLight.position, 'z').min(- 5).max(5).step(0.001)
scene.add(moonLight)
Moonlight Starter
/**
* Lights
*/
// Ambient light
const ambientLight = new THREE.AmbientLight('#b9d5ff', 0.5)
gui.add(ambientLight, 'intensity').min(0).max(1).step(0.001)
scene.add(ambientLight)
// Directional light
const moonLight = new THREE.DirectionalLight('#b9d5ff', 0.5)
moonLight.position.set(4, 5, - 2)
gui.add(moonLight, 'intensity').min(0).max(1).step(0.001)
gui.add(moonLight.position, 'x').min(- 5).max(5).step(0.001)
gui.add(moonLight.position, 'y').min(- 5).max(5).step(0.001)
gui.add(moonLight.position, 'z').min(- 5).max(5).step(0.001)
scene.add(moonLight)
Shadows / Schatten
Three.js - Shadows - Ausführliche Infos zu Schatten
Komplettes Beispiel
//...
/**
* Lights
*/
// Ambient light
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5)
gui.add(ambientLight, 'intensity').min(0).max(1).step(0.001)
scene.add(ambientLight)
// Directional light
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5)
directionalLight.position.set(2, 2, - 1)
gui.add(directionalLight, 'intensity').min(0).max(1).step(0.001)
gui.add(directionalLight.position, 'x').min(- 5).max(5).step(0.001)
gui.add(directionalLight.position, 'y').min(- 5).max(5).step(0.001)
gui.add(directionalLight.position, 'z').min(- 5).max(5).step(0.001)
// Add Shadow and mapsize
directionalLight.castShadow = true
directionalLight.shadow.mapSize.x = 1024
directionalLight.shadow.mapSize.y = 1024
// Shadow camera settings...
directionalLight.shadow.camera.near = 1
directionalLight.shadow.camera.far = 6
// ...important for quality
directionalLight.shadow.camera.left = -2
directionalLight.shadow.camera.right = 2
directionalLight.shadow.camera.top = 2
directionalLight.shadow.camera.bottom = -2
// adding a bit of a cheap blur
// directionalLight.shadow.radius = 4
scene.add(directionalLight)
// Shadow camera helper
const directionalLightCameraHelper = new THREE.CameraHelper(directionalLight.shadow.camera)
scene.add(directionalLightCameraHelper)
// ...
/**
* Objects
*/
sphere.castShadow = true
// ...
plane.receiveShadow = true
// ...
scene.add(sphere, plane)
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
canvas: canvas
})
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
// Renderer Shadowmap settings
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
Shadow Baking
Wie Texturen kann man auch Schatten baken. Nachteil. Bei Bewegung des Objekts bewegt sich der
/**
* Textures
*/
const textureLoader = new THREE.TextureLoader()
const bakedShadow = textureLoader.load('/textures/bakedShadow.jpg')
//...
const plane = new THREE.Mesh(
new THREE.PlaneGeometry(5, 5),
new THREE.MeshBasicMaterial({
map: bakedShadow
})
)
// we don't need the rendered shadows in this case
renderer.shadowMap.enabled = false
Dynamic Shadow Baking
Beispiel Kugel mit animiertem Fake-Schatten
const textureLoader = new THREE.TextureLoader()
const simpleShadow = textureLoader.load('/textures/simpleShadow.jpg')
// Sphere Shadow
const sphereShadow = new THREE.Mesh(
new THREE.PlaneGeometry(1.5, 1.5),
new THREE.MeshBasicMaterial({
color: 0x000000,
transparent: true,
alphaMap: simpleShadow
})
)
sphereShadow.rotation.x = - Math.PI * 0.5
sphereShadow.position.y = plane.position.y + 0.01
scene.add(sphere, sphereShadow, plane)
//...
/**
* Animate
*/
const clock = new THREE.Clock()
const tick = () =>
{
const elapsedTime = clock.getElapsedTime()
// Update the sphere
sphere.position.x = Math.cos(elapsedTime) * 1.5
sphere.position.z = Math.sin(elapsedTime) * 1.5
sphere.position.y = Math.abs(Math.sin(elapsedTime * 3))
// Update the shadow accordingly
sphereShadow.position.x = sphere.position.x
sphereShadow.position.z = sphere.position.z
sphereShadow.material.opacity = (1 - sphere.position.y) * 0.3
// Update controls
controls.update()
// Render
renderer.render(scene, camera)
// Call tick again on the next frame
window.requestAnimationFrame(tick)
}
tick()
Fog
Three.js - Fog
//...
// Fog
const fog = new THREE.Fog('#262837', 1, 15)
scene.fog = fog
//...
renderer.setClearColor('#262837')
Starters
Three.js - Starters
Helpers
Optimizations
Materialien und Geometrien wiederverwenden
Das Erstellen von komplexen Objekten kann zeit- und speicherintensiv sein.
console.time('donuts')
for(let i = 0; i < 100; i++)
{
const donutGeometry = new THREE.TorusGeometry(0.3, 0.2, 20, 45)
const donutMaterial = new THREE.MeshMatcapMaterial({ matcap: matcapTexture })
const donut = new THREE.Mesh(donutGeometry, donutMaterial)
scene.add(donut)
}
console.timeend('donuts')
Zwei Zeilen umgestellt aber weit über 100mal schneller !
console.time('donuts')
const donutGeometry = new THREE.TorusGeometry(0.3, 0.2, 20, 45)
const donutMaterial = new THREE.MeshMatcapMaterial({ matcap: matcapTexture })
for(let i = 0; i < 100; i++)
{
const donut = new THREE.Mesh(donutGeometry, donutMaterial)
scene.add(donut)
}
console.timeend('donuts')
Nützliche Schnipsel
Objekte auf Ringbahn positionieren
// Graveyard
const graves = new THREE.Group()
scene.add(graves)
const graveGeometry = new THREE.BoxGeometry(0.6, 0.8, 0.2)
const graveMaterial = new THREE.MeshStandardMaterial({color: '#b2b6b1'})
for (let i = 0; i < 50; i++) {
const min = 4 // minimaler Radius
const max = 8.5 // maximaler Radius
const radius = min + Math.random() * (max-min)// Radius zwischen min und max
const angle = Math.random() * 2*Math.PI // 0 < angle < 2PI (voller Kreis im Bogenmaß)
// (Bogen)Winkel in x,z Koordinaten umrechnen. Ohne * radius wäre Abstand 1
const x = Math.sin(angle) * radius
const z = Math.cos(angle) * radius
const y = 0.35
const grave = new THREE.Mesh(graveGeometry, graveMaterial)
grave.position.set(x,y,z)
// Setze Grabsteine leicht schief und verdreht
grave.rotation.y = (Math.random() - 0.5) * 0.4
grave.rotation.z = (Math.random() - 0.5) * 0.3
graves.add(grave)
}
Cool Colors
#ac8e82 - brown walls #a9c388 - green night grass #89c854 - green bush #b35f45 - greek roof red #b2b6b1 - grey tombstone #b9d5ff - blue moonlight #ff7d49 - orange warm light #262837 - blueish fog