Getting Start With three.js

I want to make a video of an IT tutorial, can you arrange the text content of the video tutorial for me according to the content of the website. Let’s start with the three.js tutorial, and you give me an overview of what you’re going to cover.

sure! According to the official website of three.js and related resources, the following is a basic video tutorial content outline for your reference:

  1. Introduction and basic concepts 1.1 Introduction to three.js 1.2 3D graphics and WebGL basics 1.3 Setting up the development environment
  2. Create Scene and Camera 2.1 Create Scene (Scene) 2.2 Create Camera (Camera) 2.2.1 Perspective Camera (PerspectiveCamera) 2.2.2 Orthographic Camera (OrthographicCamera)
  3. Create geometry and material 3.1 Geometry (Geometry) 3.1.1 Cube (BoxGeometry) 3.1.2 Sphere (SphereGeometry) 3.1.3 Cone (ConeGeometry) 3.1.4 Cylinder (CylinderGeometry) 3.1.5 Plane (PlaneGeometry) 3.2 Material (Material) ) 3.2.1 MeshBasicMaterial 3.2.2 MeshLambertMaterial 3.2.3 MeshPhongMaterial 3.2.4 MeshStandardMaterial 3.2.5 Custom Material
  4. Creating and controlling light sources 4.1 AmbientLight 4.2 DirectionalLight 4.3 SpotLight 4.4 PointLight 4.5 Light source shadow settings
  5. Animation and interaction 5.1 Use requestAnimationFrame to achieve animation 5.2 Control animation speed 5.3 Object position, rotation and scaling 5.4 Use OrbitControls to realize scene rotation 5.5 Mouse click event and ray picking
  6. Importing external models 6.1 Importing models using GLTFLoader 6.2 Importing models using OBJLoader 6.3 Importing models using FBXLoader 6.4 Model animation and skeleton animation
  7. Performance optimization and practical tools 7.1 Use LOD (Level of Detail) to optimize the model 7.2 Use InstancedMesh to achieve instanced rendering 7.3 Use Web Workers to accelerate computing 7.4 Use the Debug tool of three.js
  8. Project actual combat case 8.1 Create a solar system model 8.2 Make a 3D game map 8.3 Develop a simple game based on three.js
  9. Conclusion 9.1 Future development of three.js 9.2 Recommended learning resources and community 9.3 Conclusion

this outline

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Sorry my previous answer was truncated. Here is the full outline:

  1. Introduction and basic concepts 1.1 Introduction to three.js 1.2 3D graphics and WebGL basics 1.3 Setting up the development environment
  2. Create Scene and Camera 2.1 Create Scene (Scene) 2.2 Create Camera (Camera) 2.2.1 Perspective Camera (PerspectiveCamera) 2.2.2 Orthographic Camera (OrthographicCamera)
  3. Create geometry and material 3.1 Geometry (Geometry) 3.1.1 Cube (BoxGeometry) 3.1.2 Sphere (SphereGeometry) 3.1.3 Cone (ConeGeometry) 3.1.4 Cylinder (CylinderGeometry) 3.1.5 Plane (PlaneGeometry) 3.2 Material (Material) ) 3.2.1 MeshBasicMaterial 3.2.2 MeshLambertMaterial 3.2.3 MeshPhongMaterial 3.2.4 MeshStandardMaterial 3.2.5 Custom Material
  4. Creating and controlling light sources 4.1 AmbientLight 4.2 DirectionalLight 4.3 SpotLight 4.4 PointLight 4.5 Light source shadow settings
  5. Animation and interaction 5.1 Use requestAnimationFrame to achieve animation 5.2 Control animation speed 5.3 Object position, rotation and scaling 5.4 Use OrbitControls to realize scene rotation 5.5 Mouse click event and ray picking
  6. Importing external models 6.1 Importing models using GLTFLoader 6.2 Importing models using OBJLoader 6.3 Importing models using FBXLoader 6.4 Model animation and skeleton animation
  7. Performance optimization and practical tools 7.1 Use LOD (Level of Detail) to optimize the model 7.2 Use InstancedMesh to achieve instanced rendering 7.3 Use Web Workers to accelerate computing 7.4 Use the Debug tool of three.js
  8. Project actual combat case 8.1 Create a solar system model 8.2 Make a 3D game map 8.3 Develop a simple game based on three.js
  9. Conclusion 9.1 Future development of three.js 9.2 Recommended learning resources and community 9.3 Conclusion

The above is a basic video tutorial outline,

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Of course, I will further introduce the detailed content and main points of each topic below:

  1. Introduction and basic concepts 1.1 Introduction to three.js: Introduce the history, characteristics and application fields of three.js. 1.2 3D graphics and WebGL basics: Introduce the basic 3D graphics concepts and the basic principles of WebGL. 1.3 Setting up the development environment: Introduce how to install and configure three.js in the local environment, and how to use CDN to import three.js.
  2. Create Scene and Camera 2.1 Create Scene (Scene): Introduce how to create scene objects and add them to the renderer. 2.2 Create a camera (Camera): Introduce the basic concept and usage of perspective camera and orthographic camera, and demonstrate how to add the camera to the renderer.
  3. Creating Geometry and Materials 3.1 Geometry: Introduce how to create geometry objects, including cubes, spheres, cones, cylinders and planes, and how to set the position, rotation and scaling of geometry. 3.2 Material (Material): Introduce how to create and use various material objects, including MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial and MeshStandardMaterial, and how to create custom materials.
  4. Create and Control Light Source 4.1 Ambient Light (AmbientLight): Introduce how to create ambient light, and how to set the color and intensity of ambient light. 4.2 Directional Light (DirectionalLight): Introduce how to create a directional light, and how to set the color, intensity, direction and shadow of a directional light. 4.3 Spotlight (SpotLight): Introduce how to create a spotlight, and how to set the color, intensity, position, target and shadow of the spotlight. 4.4 Point Light: Introduce how to create a point light, and how to set the color, intensity, position and shadow of the point light. 4.5 Light source shadow setting: Introduce how to set the shadow of the light source, and how to use PCFSoftShadowMap and PCFShadowMap and other shadow map methods.
  5. Animation and Interaction 5.1 Use requestAnimationFrame to implement animation: Introduce how to use the requestAnimationFrame function to achieve smooth animation effects. 5.2 Control animation speed: Introduce how to control animation speed by adjusting the time scale. 5.3 Position, rotation and scaling of objects: introduce how to set
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The position, rotation and scale properties of the object to control the position, rotation and scaling of the object. 5.4 Use OrbitControls to achieve scene rotation: Introduce how to use the OrbitControls plug-in to achieve scene rotation and scaling. 5.5 Mouse click event and ray picking: Introduce how to add mouse click event and ray picking, and how to select and manipulate objects in the scene.

  1. Importing external models 6.1 Using GLTFLoader to import models: Introduce how to use the GLTFLoader plug-in to import models in GLTF format and perform basic operations on the models. 6.2 Use OBJLoader to import models: introduce how to use OBJLoader plug-in to import models in OBJ format, and perform basic operations on the models. 6.3 Using FBXLoader to import models: Introduce how to use the FBXLoader plug-in to import models in FBX format and perform basic operations on the models. 6.4 Model animation and skeletal animation: Introduce how to use animation and skeletal animation in three.js, including how to import animation data, create animation clips, and control animation playback.
  2. Performance Optimization and Utilities 7.1 Using LOD (Level of Detail) to optimize the model: introduces how to use LOD technology to optimize the rendering performance of the model, and how to implement LOD in three.js. 7.2 Using InstancedMesh to Realize Instanced Rendering: Introduce how to use InstancedMesh technology to achieve efficient rendering of a large number of repetitive objects, and how to implement InstancedMesh in three.js. 7.3 Using Web Workers to Accelerate Computing: Introduce how to use Web Workers technology to distribute computing tasks to background threads to improve the performance of three.js applications. 7.4 Using the Debug tool of three.js: Introduce how to use the Debug tool provided by three.js for debugging and performance analysis, including Stats, GUI and Chrome DevTools, etc.
  3. Project actual combat case 8.1 Create a solar system model: Introduce how to use three.js to create a solar system model, including creating planets, stars, satellites and other objects, and adding effects such as light sources, materials and animations. 8.2 Make a 3D game map: Introduce how to use three.js to make a 3D game map, including terrain generation, model import, lighting settings, and interactive effects. 8.3 Develop a simple game based on three.js: introduce how to use three.js to develop a simple game, including creating scenes, objects, light sources and animation effects, and adding interactive effects such as mouse events and keyboard events.
  4. epilogue
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  1. Conclusion 9.1 Future development of three.js: Introduce the future development direction and plan of three.js, and how to follow and contribute to the three.js community. 9.2 Recommended learning resources and communities: introduce some three.js learning resources and communities, including official documents, tutorials, forums, and Github. 9.3 Conclusion: Summarize the content and main points of this video tutorial, and encourage learners to continue to learn and practice three.js technology in depth.
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Please explain the introduction to three.js in detail

three.js is a JavaScript library for creating interactive 3D graphics based on WebGL. It was created by Ricardo Cabello (also known as Mr.doob) and released as open source on GitHub.

WebGL is an API for rendering 3D graphics in web browsers. It is based on the OpenGL ES standard and allows developers to use JavaScript to create 3D graphics applications. And three.js is a high-level library built on top of WebGL, which provides easy-to-use API and various functions to help developers quickly create complex 3D scenes, models and animation effects, making the development of interactive 3D applications easier. easier and more feasible.

The three.js library has the following features:

  • Easy to get started: three.js provides rich documentation and examples, making it easy to learn and use the library.
  • Cross-platform support: three.js can run on a variety of browsers and operating systems, including desktop and mobile devices.
  • Rich functions and effects: three.js provides many built-in geometry, materials and light sources, and also supports various advanced special effects, such as shadows, reflections, refractions, etc.
  • Powerful scalability: three.js can be extended through various plug-ins and extensions, such as animation systems, physics engines, and renderers.
  • Active community: three.js has a huge developer community and contributors, providing abundant resources and support.

In short, three.js provides developers with a simple and powerful way to create high-quality 3D graphics and interactive 3D applications, and is one of the indispensable tools in WebGL development.

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Please explain 3D graphics and WebGL basics in detail

3D graphics refer to graphics presented in three-dimensional space. Different from traditional two-dimensional graphics, 3D graphics can create more vivid and realistic visual effects by adjusting attributes such as the position, rotation, and scaling of objects. In computer graphics, 3D graphics are usually composed of basic elements such as points, lines, and surfaces in a three-dimensional coordinate system, which can be generated and rendered through mathematical calculations and graphics processing algorithms.

WebGL is an API for rendering 3D graphics in a web browser. It is based on the OpenGL ES standard and can be programmed directly in the browser using JavaScript. WebGL uses shaders (Shader) for rendering. These shaders are programs running on the GPU. They can calculate the final color value at each pixel level to produce realistic 3D graphics effects.

WebGL has the following characteristics:

  • High performance: WebGL uses GPU for rendering, which can handle a large number of graphics calculation and rendering tasks, making rendering faster and smoother.
  • Cross-platform support: WebGL can run on a variety of browsers and operating systems, including desktop and mobile devices.
  • Security: WebGL has high security because it can restrict access to the local system and prevent malicious code attacks.
  • Powerful functions: WebGL can handle various complex 3D graphics effects, including advanced special effects such as shadows, reflections, and refractions.

Using WebGL allows developers to easily present complex 3D graphics and interactive 3D applications on the Web, while also providing users with a more vivid and lifelike visual experience. Because of its wide range of applications, WebGL has become one of the indispensable technologies in the field of computer graphics.

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Please explain in detail about setting up a development environment

Before using three.js to develop 3D graphics applications, you need to set up the development environment, including installing and configuring the necessary tools and libraries. Here are the basic steps for setting up a development environment:

  1. Installing a Web server Because three.js needs to display 3D graphics through a Web browser, a Web server needs to be built locally to load and run the three.js application in the browser. You can choose to install and configure any web server, such as Apache, Nginx, Node.js, etc., or you can use some lightweight web servers, such as http-server, live-server, etc. Here is an example of installing http-server:
  • Open a command line tool (such as cmd for Windows or Terminal for macOS).
  • Enter the following command to install http-server: npm install -g http-server.
  • Enter the following command to start http-server: http-server -c-1.

After starting http-server, you can visit http://localhost:8080 in your browser to view the web application.

  1. Introducing the three.js library There are two ways to introduce the three.js library:
  • Download the three.js file and import it in the HTML file, for example: htmlCopy code<script src="path/to/three.js"></script>
  • Use CDN (Content Distribution Network) to import, for example: <script src="https://cdn.jsdelivr.net/npm/three@0.131.2/build/three.min.js"></script> when htmlCopy code is imported to CDN, you can choose a specific version number to ensure the stability and compatibility of the code.
  1. Writing basic HTML and JavaScript code can add a canvas element in the HTML file to render the three.js application, and write JavaScript code to create the scene, camera, object and light source, etc., and add them to the scene, and finally the The scene is rendered to the canvas, for example:
htmlCopy code<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>My first three.js app</title>
  <style>
    body {
      margin: 0;
      padding: 0;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <canvas id="myCanvas"></canvas>
  <script src="path/to/three.js"></script>
  <script>
    // 创建场景
    const scene = new THREE.Scene();

    // 创建相机
    const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    camera.position.z = 5;

    // 创建几何体
    const geometry = new THREE.BoxGeometry();
    const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);

    // 创建光源
    const light = new THREE.PointLight(0xffffff, 1, 100);
    light.position.set(0, 0, 5);
    scene.add(light);

    // 创建渲染器
    const renderer = new THREE.WebGLRenderer({ canvas: myCanvas });
    renderer.setSize(window.innerWidth, window.innerHeight);

   
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  1. Rendering the scene The last step is to render the scene to the canvas, which can be continuously updated by creating an animation loop, for example:
javascriptCopy codefunction animate() {
  requestAnimationFrame(animate);

  // 使物体旋转
  cube.rotation.x += 0.01;
  cube.rotation.y += 0.01;

  // 渲染场景
  renderer.render(scene, camera);
}

animate();

In the above code, use the requestAnimationFrame method to create an animation loop, update the rotation angle of the object every frame, and render the scene to the canvas.

Through the above steps, you can build a simple three.js development environment, and write basic code to create, render and control 3D graphics. At the same time, some tools and libraries can be used during the development process to improve efficiency and quality, such as using ES6 syntax, webpack packaging tools, React, etc.

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Please explain in detail how to create a scene (Scene)

In three.js, the scene (Scene) is the container of all objects in the 3D world, and all objects must be added to the scene to be rendered in the renderer. Before creating a scene, you need to introduce the three.js library, for example:

htmlCopy code<script src="path/to/three.js"></script>

After importing the library, a simple scene can be created with the following code:

javascriptCopy codeconst scene = new THREE.Scene();

Through the above code, you can create an empty scene object. However, if you want the objects in the scene to be visible, you need to add a camera (Camera) and a renderer (Renderer), for example:

javascriptCopy codeconst camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 5;

const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

In the above code, use PerspectiveCamera to create a perspective camera, and set its position to (0, 0, 5), which means that the camera is located at (0, 0, 5) in the scene coordinate system, that is, the object will be in Visible within 5 units of length in front of the camera.

Next, use WebGLRenderer to create a renderer, set its size to the size of the browser window, and add its DOM element to the body, indicating that the renderer will render the scene into this DOM element.

Finally, add the camera and renderer to the scene, for example:

javascriptCopy codescene.add(camera);

renderer.render(scene, camera);

With the above code, a basic scene can be created and rendered to the browser. In actual development, various objects, light sources and effects can be added as needed to make the scene richer and more vivid.

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Please explain in detail how to create a camera (Camera)

In three.js, the camera (Camera) is used to determine which objects in the scene should be displayed on the canvas, and can also control the position and direction of the camera to change the perspective and perspective effect. There are many camera types to choose from in three.js, such as perspective camera (PerspectiveCamera), orthogonal camera (OrthographicCamera), etc., each camera type has different applicable scenarios and parameter settings.

The following takes the perspective camera (PerspectiveCamera) as an example to introduce how to create a camera:

javascriptCopy codeconst camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

In the above code, use PerspectiveCamera to create a perspective camera, the parameters of its constructor are:

  1. Angle of View (FOV): Indicates the vertical angle of view of the camera in degrees. Usually set between 45 and 60 degrees, too large or too small will affect the perspective effect.
  2. Aspect Ratio: Indicates the aspect ratio of the canvas, that is, the ratio of the width to the height of the rendered result. Usually set to the width of the browser window divided by the height.
  3. Near Clipping Plane: Indicates the closest distance from the camera to the scene. Objects within this distance will not be rendered into the canvas, usually set to 0.1.
  4. Far Clipping Plane: Indicates the farthest distance from the camera to the scene, and objects beyond this distance will not be rendered to the canvas, usually set to 1000.

Through the above code, you can create a perspective camera object and set some basic parameters. Next, you can use the following code to control the camera’s position and orientation:

javascriptCopy codecamera.position.set(0, 0, 5);
camera.lookAt(0, 0, 0);

In the above code, the position of the camera is set using the position property, which accepts a THREE.Vector3 object as a parameter, representing the position of the camera in the scene coordinate system. In addition, use the lookAt method to set the target point that the camera is facing. This method accepts a THREE.Vector3 object as a parameter, indicating the coordinates of the point the camera should be facing.

Through the above code, you can create a camera object and control its position and direction, so that the objects in the scene show different perspectives and perspective effects.

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Please explain in detail how to perspective the camera (PerspectiveCamera)

Perspective camera (PerspectiveCamera) is one of the most commonly used camera types in three.js. It can create a perspective effect in the scene, so that the size and position of the object change with the distance. How to use the perspective camera will be described in detail below.

  1. To create a camera object, you first need to create a perspective camera object. You can use the following code:
javascriptCopy codeconst camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  • fov: Angle of view, that is, the angle of the camera’s viewing range in the scene, generally set between 45 degrees and 60 degrees, the smaller the value, the smaller the viewing range, and the flatter the image, the larger the value, the wider the viewing range Larger, the image will be more realistic.
  • aspect: aspect ratio, that is, the ratio of the width and height of the rendering result, generally set to the width of the canvas divided by the height.
  • near: The near plane, that is, the distance from the camera to the nearest object in the scene, these objects will not be rendered into the canvas, generally set to 0.1.
  • far: Far clipping plane, that is, the distance from the camera to the farthest object in the scene, these objects will not be rendered into the canvas, generally set to 1000.
  1. Set the camera position and direction Next, you need to set the camera’s position and direction, you can use the following code:
javascriptCopy codecamera.position.set(x, y, z);
camera.lookAt(target);
  • position: The position of the camera in the scene coordinate system, which can be set by using the set method of the THREE.Vector3 object.
  • lookAt: The target point that the camera is facing, which can be set using the set method of the THREE.Vector3 object.
  1. Render the scene Finally, you need to render the scene to the canvas, you can use the following code:
javascriptCopy coderenderer.render(scene, camera);
  • scene: scene object.
  • camera: camera object.
  • renderer: renderer object.

Through the above steps, you can create a perspective camera and render the scene to the canvas. At the same time, you can change the perspective effect by adjusting the position and direction of the camera, so that the scene shows different perspectives and effects.

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Please explain in detail how to use an Orthographic Camera (OrthographicCamera)

Orthographic camera (OrthographicCamera) is another commonly used camera type in three.js. It does not change the size of the object according to the distance, but keeps the size and position of the object unchanged, but only changes the position and relative size of the object. In some application scenarios that need to keep the size of the object constant, the orthographic camera is more suitable than the perspective camera. How to use an orthographic camera is described in detail below.

  1. To create a camera object, you first need to create an orthographic camera object. You can use the following code:
javascriptCopy codeconst camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
  • left: Indicates the distance from the left side of the viewing frustum to the center of the camera, generally set to a negative value of half the width of the canvas.
  • right: Indicates the distance from the right side of the viewing frustum to the center of the camera, generally set to half the width of the canvas.
  • top: Indicates the distance between the top surface of the viewing frustum and the center of the camera, generally set to half the height of the canvas.
  • bottom: Indicates the distance between the bottom surface of the viewing frustum and the center of the camera, generally set to a negative value of half the height of the canvas.
  • near: The near plane, that is, the distance from the camera to the nearest object in the scene, these objects will not be rendered into the canvas, generally set to 0.1.
  • far: Far clipping plane, that is, the distance from the camera to the farthest object in the scene, these objects will not be rendered into the canvas, generally set to 1000.
  1. Setting the position and direction of the camera is similar to that of the perspective camera. You also need to set the position and direction of the camera. You can use the following code:
javascriptCopy codecamera.position.set(x, y, z);
camera.lookAt(target);
  • position: The position of the camera in the scene coordinate system, which can be set by using the set method of the THREE.Vector3 object.
  • lookAt: The target point that the camera is facing, which can be set using the set method of the THREE.Vector3 object.
  1. Render the scene Finally, you need to render the scene to the canvas, you can use the following code:
javascriptCopy coderenderer.render(scene, camera);
  • scene: scene object.
  • camera: camera object.
  • renderer: renderer object.

Through the above steps, you can create an orthographic camera and render the scene to the canvas. At the same time, you can change the rendering effect by adjusting the position and direction of the camera, so that the scene shows different perspectives and effects.

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Please explain in detail how geometry (Geometry)

In three.js, geometry (Geometry) is used to describe the shape and structure of 3D objects, which can contain elements such as points, lines, and surfaces, and can generate mesh (Mesh) objects based on these elements. How to create the geometry will be described in detail below.

  1. To create a geometry object, you first need to create a geometry object, you can use the following code:
javascriptCopy codeconst geometry = new THREE.Geometry();

In the above code, an empty geometry object is created.

  1. After adding a vertex, you need to add a vertex (Vertex), you can use the following code:
javascriptCopy codegeometry.vertices.push(new THREE.Vector3(x, y, z));
  • x: The x coordinate of the vertex in the scene coordinate system.
  • y: The y coordinate of the vertex in the scene coordinate system.
  • z: The z coordinate of the vertex in the scene coordinate system.

Multiple vertices can be added as needed to form a polygon or complex 3D shape.

  1. After adding a face, you need to add a face (Face), you can use the following code:
javascriptCopy codegeometry.faces.push(new THREE.Face3(a, b, c));
  • a: The index of the first vertex.
  • b: The index of the second vertex.
  • c: The index of the third vertex.

Multiple faces can be added as needed to form a 3D object.

  1. Calculating normal In order to perform lighting and shading correctly, it is also necessary to calculate the normal of the geometry (Normal), you can use the following code:
javascriptCopy codegeometry.computeFaceNormals();

In the above code, by calling the computeFaceNormals method, the face normal of the geometry can be automatically calculated. In addition, you can also calculate the vertex normals of the geometry by calling the computeVertexNormals method.

  1. Create a mesh object Finally, you need to create a mesh object (Mesh) based on the geometry, you can use the following code:
javascriptCopy codeconst mesh = new THREE.Mesh(geometry, material);
  • geometry: Geometry object.
  • material: The material of the mesh object, which can be any subclass of THREE.Material.

Through the above steps, a geometry object can be created and converted into a mesh object, so that it can be rendered and interacted with in the scene. In actual development, more vertices, faces and materials can be added as needed to create more complex and detailed 3D objects.

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Please explain cube (BoxGeometry) in detail

Cube (BoxGeometry) is a commonly used geometry in three.js, used to create a cube with equal sides. How to use cube geometry is described in detail below.

  1. To create a cube geometry object, you first need to create a cube geometry object, you can use the following code:
javascriptCopy codeconst geometry = new THREE.BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments);
  • width: the width of the cube.
  • height: The height of the cube.
  • depth: The depth of the cube.
  • widthSegments: the number of segments in the width direction.
  • heightSegments: The number of segments in the height direction.
  • depthSegments: The number of segments in the depth direction.

Among them, widthSegments, heightSegments and depthSegments are used to control the degree of subdivision of the cube and can be adjusted as needed.

  1. Create a mesh object and then need to convert the cube geometry object to a mesh object, you can use the following code:
javascriptCopy codeconst mesh = new THREE.Mesh(geometry, material);
  • geometry: cube geometry object.
  • material: The material of the mesh object, which can be any subclass of THREE.Material.

In the above code, a cube mesh object is created by passing the cube geometry object and the material object into the Mesh constructor.

  1. Add to the scene Finally, you need to add the mesh object to the scene, you can use the following code:
javascriptCopy codescene.add(mesh);

In the code above, the cube is added to the scene by passing the mesh object into the scene’s add method.

Through the above steps, a cube can be created and added to the scene for rendering and interaction. Cubes of different shapes and details can be created by adjusting parameters such as the width, height, depth, and degree of subdivision of the cube.

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Please explain Sphere (SphereGeometry) in detail

Sphere (SphereGeometry) is a commonly used geometry in three.js, used to create a sphere with equal radius. How to use the sphere geometry is described in detail below.

  1. To create a sphere geometry object, you first need to create a sphere geometry object, you can use the following code:
javascriptCopy codeconst geometry = new THREE.SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength);
  • radius: The radius of the sphere.
  • widthSegments: The number of segments in the longitude direction.
  • heightSegments: The number of segments in the latitude direction.
  • phiStart: The starting angle of the top section of the sphere in the latitude direction.
  • phiLength: Angle range of the top section of the sphere in the latitude direction.
  • thetaStart: The starting angle of the sphere along the longitude direction.
  • thetaLength: The angular extent of the sphere along the longitude direction.

Among them, widthSegments and heightSegments are used to control the subdivision degree of the sphere and can be adjusted as needed; phiStart, phiLength, thetaStart and thetaLength are used to control the cutting angle of the sphere and can be adjusted as needed.

  1. Create a mesh object and then need to convert the sphere geometry object to a mesh object, you can use the following code:
javascriptCopy codeconst mesh = new THREE.Mesh(geometry, material);
  • geometry: sphere geometry object.
  • material: The material of the mesh object, which can be any subclass of THREE.Material.

In the above code, a sphere mesh object is created by passing the sphere geometry object and the material object into the Mesh constructor.

  1. Add to the scene Finally, you need to add the mesh object to the scene, you can use the following code:
javascriptCopy codescene.add(mesh);

In the code above, the sphere is added to the scene by passing the mesh object into the scene’s add method.

Through the above steps, a sphere can be created and added to the scene for rendering and interaction. Spheres of different shapes and details can be created by adjusting parameters such as the radius of the sphere, the number of segments, and the cutting angle.

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Please explain ConeGeometry in detail

Cone (ConeGeometry) is a commonly used geometry in three.js, used to create a cone with a pointed apex. How to use the cone geometry is described in detail below.

  1. To create a cone geometry object, you first need to create a cone geometry object, you can use the following code:
javascriptCopy codeconst geometry = new THREE.ConeGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
  • radius: The radius of the base of the cone.
  • height: The height of the cone.
  • radialSegments: The number of segments of the bottom circle.
  • heightSegments: The number of segments in the height direction of the cone.
  • openEnded: Whether to open the bottom of the cone, the default is false.
  • thetaStart: The starting angle of the cone bottom arc, the default is 0.
  • thetaLength: The angle range of the arc at the bottom of the cone, the default is 2 * Math.PI.

Among them, radialSegments and heightSegments are used to control the degree of subdivision of the cone, which can be adjusted as needed; openEnded is used to control whether the bottom of the cone is open. If set to true, the bottom will not have a surface, but will be regarded as a hole .

  1. Create a mesh object and then need to convert the cone geometry object to a mesh object, you can use the following code:
javascriptCopy codeconst mesh = new THREE.Mesh(geometry, material);
  • geometry: cone geometry object.
  • material: The material of the mesh object, which can be any subclass of THREE.Material.

In the above code, a cone mesh object is created by passing the cone geometry object and the material object into the Mesh constructor.

  1. Add to the scene Finally, you need to add the mesh object to the scene, you can use the following code:
javascriptCopy codescene.add(mesh);

In the code above, the cone is added to the scene by passing the mesh object into the scene’s add method.

Through the above steps, a cone can be created and added to the scene for rendering and interaction. Cones of different shapes and details can be created by adjusting the cone’s base radius, height, number of segments, and cutting angles.

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Please explain CylinderGeometry in detail

Cylinder (CylinderGeometry) is a commonly used geometry in three.js, used to create a cylinder with a circular bottom. How to use the cylinder geometry is described in detail below.

  1. To create a cylinder geometry object, you first need to create a cylinder geometry object, you can use the following code:
javascriptCopy codeconst geometry = new THREE.CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
  • radiusTop: The radius of the top circular surface of the cylinder.
  • radiusBottom: The radius of the circular surface at the bottom of the cylinder.
  • height: The height of the cylinder.
  • radialSegments: The number of segments of the cylinder side circle.
  • heightSegments: The number of segments in the height direction of the cylinder.
  • openEnded: Whether to open the top and bottom of the cylinder, the default is false.
  • thetaStart: The starting angle of the cylinder side arc, the default is 0.
  • thetaLength: The angle range of the arc on the side of the cylinder, the default is 2 * Math.PI.

Among them, radialSegments and heightSegments are used to control the degree of subdivision of the cylinder, which can be adjusted as needed; openEnded is used to control whether to open the top and bottom of the cylinder. If set to true, the top and bottom will not have faces, but will be considered a void.

  1. Create a mesh object and then need to convert the cylinder geometry object to a mesh object, you can use the following code:
javascriptCopy codeconst mesh = new THREE.Mesh(geometry, material);
  • geometry: cylinder geometry object.
  • material: The material of the mesh object, which can be any subclass of THREE.Material.

In the above code, a cylindrical mesh object is created by passing the cylindrical geometry object and the material object into the Mesh constructor.

  1. Add to the scene Finally, you need to add the mesh object to the scene, you can use the following code:
javascriptCopy codescene.add(mesh);

In the code above, the cylinder is added to the scene by passing the mesh object into the scene’s add method.

Through the above steps, a cylinder can be created and added to the scene for rendering and interaction. Cylinders of different shapes and details can be created by adjusting parameters such as the cylinder’s top and bottom radii, height, number of segments, and cutting angles.

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Please explain the plane (PlaneGeometry) in detail

Plane (PlaneGeometry) is a geometry commonly used in three.js, used to create an infinite plane. How to use planar geometry is described in detail below.

  1. To create a plane geometry object, you first need to create a plane geometry object, you can use the following code:
javascriptCopy codeconst geometry = new THREE.PlaneGeometry(width, height, widthSegments, heightSegments);
  • width: the width of the plane.
  • height: the height of the plane.
  • widthSegments: the number of segments in the width direction.
  • heightSegments: The number of segments in the height direction.

Among them, widthSegments and heightSegments are used to control the degree of subdivision of the plane and can be adjusted as needed.

  1. Create a mesh object and then need to convert the plane geometry object into a mesh object, you can use the following code:
javascriptCopy codeconst mesh = new THREE.Mesh(geometry, material);
  • geometry: plane geometry object.
  • material: The material of the mesh object, which can be any subclass of THREE.Material.

In the above code, a plane mesh object is created by passing the plane geometry object and the material object into the Mesh constructor.

  1. Add to the scene Finally, you need to add the mesh object to the scene, you can use the following code:
javascriptCopy codescene.add(mesh);

In the code above, the plane is added to the scene by passing the mesh object into the scene’s add method.

Through the above steps, a plane can be created and added to the scene for rendering and interaction. Planes of different shapes and details can be created by adjusting parameters such as the width, height, and degree of subdivision of the plane.

gun tei

Please explain Material in detail

Material (Material) is an important part used to control its appearance and texture when rendering an object in three.js, and determines the surface color, transparency, reflection, refraction and other properties of the object. How to use materials is described in detail below.

  1. To create a material object, you first need to create a material object, you can use the following code:
javascriptCopy codeconst material = new THREE.MeshBasicMaterial(parameters);

Among them, parameters is an optional parameter object used to control the properties of the material, including the following:

  • color: the color of the object, the default value is 0xffffff (white).
  • map: The texture of the object, which can be an object of type THREE.Texture.
  • wireframe: Whether to display wireframe mode, the default value is false.
  • side: Which side of the object should be rendered, the default is THREE.FrontSide (front).
  • opacity: the transparency of the object, the value ranges from 0 to 1, and the default value is 1.
  • transparent: Whether the object is translucent, the default value is false.
  • blending: Blending mode, the default value is THREE.NormalBlending.
  • depthWrite: whether the depth buffer should be written, the default value is true.
  • depthTest: whether the depth buffer should be tested, the default value is true.
  • visible: Whether the object is visible, the default value is true.
  1. Applying the material object Then you need to apply the material object to the object, you can use the following code:
javascriptCopy codemesh.material = material;

Among them, mesh is an object of type THREE.Mesh, which represents an object in the scene. After assigning the material object to the material property of the object, the appearance and texture of the object will be affected by the material property.

By adjusting the properties of the material, you can control the appearance and texture of the object to create different effects. For example, by setting transparency and translucency, perspective effects can be created; by setting texture maps, various textures and patterns can be attached to the surface of objects; by setting blending modes, color mixing effects can be achieved.

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Please explain creating and controlling light sources in detail

In three.js, the light source is one of the important factors in rendering objects in the scene, which can affect the shadow, highlight, reflection and other effects of the object. How to create and control light sources is described in detail below.

  1. To create a light source object, you first need to create a light source object, you can use the following code:
javascriptCopy codeconst light = new THREE.XXXLight(color, intensity);

Among them, XXX can be four light source types such as Ambient, Point, Directional, and Spot, and the corresponding parameters are ambient light color, light source color, and light source intensity.

  • AmbientLight: ambient light, evenly illuminates all objects in the scene.
  • PointLight: A point light source that emits light in all directions from a point.
  • DirectionalLight: Directional light, emitting light from one direction.
  • SpotLight: Spotlight, similar to the effect of a flashlight, emits light from a point to a direction.
  1. Set the properties of the light source Next, you need to set the properties of the light source object, you can use the following code:
javascriptCopy codelight.position.set(x, y, z);
light.target = object;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
light.castShadow = true;

Among them, position is used to set the position of the light source; target is used to set the target object of the light source; shadow.mapSize is used to set the size of the shadow map of the light source; castShadow is used to enable the shadow effect of the light source.

  1. Adding a light source to the scene Finally, you need to add the light source object to the scene, you can use the following code:
javascriptCopy codescene.add(light);

In the above code, the light source is added to the scene by passing the light source object into the add method of the scene.

Through the above steps, a light source can be created and added to the scene for rendering and affecting object effects. Lighting effects of different shapes and details can be created by adjusting parameters such as the color, intensity, position, and shadow of the light source.

gun tei

Please explain animations and interactions in detail

Animation and interaction are very important functions in three.js, which can make objects in the scene produce dynamic effects and respond to user interaction. How to implement animation and interaction will be described in detail below.

  1. Animation Realizing animation in three.js usually requires APIs such as requestAnimationFrame and timestamp. You can use the following code:
javascriptCopy codefunction animate() {
    requestAnimationFrame(animate);
    // 更新物体的位置、旋转角度等属性
    mesh.rotation.x += 0.01;
    mesh.rotation.y += 0.02;
    // 渲染场景
    renderer.render(scene, camera);
}
animate();

In the above code, the requestAnimationFrame method is used to update the animation frame before the next browser drawing, and the animate function is called recursively to realize the animation effect. In the animate function, you can update the object’s position, rotation angle and other attributes to achieve the dynamic effect of the object; then use the renderer.render method to render the scene and present the dynamic effect on the screen.

  1. Interaction Implementing interaction in three.js usually requires technologies such as mouse events and ray casting. You can use the following code:
javascriptCopy codefunction onMouseClick(event) {
    event.preventDefault();
    // 计算鼠标点击点的位置和方向
    const mouse = new THREE.Vector2();
    mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
    mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
    const raycaster = new THREE.Raycaster();
    raycaster.setFromCamera(mouse, camera);
    // 获取与射线相交的物体
    const intersects = raycaster.intersectObjects(scene.children, true);
    if (intersects.length > 0) {
        // 对相交的物体进行操作
        intersects[0].object.material.color.set(0xff0000);
    }
}
window.addEventListener('click', onMouseClick, false);

In the above code, the addEventListener method is used to add a mouse click event listener, and the onMouseClick function is triggered when the user clicks on the screen. In the function, first calculate the position and direction of the mouse click point, and use ray casting technology to obtain the object intersected with the ray; then operate on the intersected object, such as modifying the color of the material, etc.

Through the above steps, the animation and interaction effects in three.js can be realized. It can be adjusted and optimized according to the needs, so as to create rich and colorful scenes and interactive experiences.

gun tei

Please explain importing external models in detail

In three.js, the content and form of the scene can be enriched by importing external model files, such as model files in OBJ, FBX, GLTF and other formats. How to import external models will be described in detail below.

  1. To install and import related plug-ins, you first need to install and import related plug-ins, and different model files need to use different plug-ins. For example, to use the model file in GLTF format, you need to install and import the GLTFLoader plug-in, you can use the following code:
javascriptCopy codeimport { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';

const loader = new GLTFLoader();
  1. Load the model file Then you need to load the model file, you can use the following code:
javascriptCopy codeloader.load(url, onLoad, onProgress, onError);

Among them, url is the path of the model file; onLoad is the callback function after the loading is successful; onProgress is the callback function during the loading process; onError is the callback function after the loading fails.

In the onLoad callback function, you can add the loaded model file to the scene, for example:

javascriptCopy codefunction onLoad(gltf) {
    scene.add(gltf.scene);
}

In the above code, gltf.scene is an object of type THREE.Group, which contains information such as all objects and materials in the model file.

  1. Adjust model properties Finally, you need to adjust the properties of the model according to your needs, such as position, size, material, etc., you can use the following code:
javascriptCopy codegltf.scene.position.set(x, y, z);
gltf.scene.scale.set(sx, sy, sz);
gltf.scene.traverse(function(child) {
    if (child.isMesh) {
        child.material = new THREE.MeshLambertMaterial({ color: 0xffffff });
    }
});

In the above code, position and scale are used to set the position and size of the model respectively; the traverse method is used to traverse all sub-objects in the model, and modify the material and other properties of the sub-objects as needed.

Through the above steps, the external model can be successfully imported and added to the scene. It can be adjusted and optimized according to needs, so as to create colorful scenes and effects.

gun tei

Please explain performance optimizations and utilities in detail

In three.js, performance optimization and utility tools are very important links in the development process, which can help developers improve scene rendering efficiency and debugging efficiency, and improve user experience. The following will detail how to perform performance optimization and use utility tools.

  1. Performance optimization Performance optimization is an essential part of the development process in three.js, and the rendering efficiency of scenes can be improved in the following ways:
  • Use WebGLRenderer: WebGLRenderer is the default renderer in three.js, using WebGL technology to quickly render complex 3D scenes in the browser.
  • Merge geometry: Merge multiple geometries into one geometry, which can reduce the number of rendering times and vertices, and improve rendering efficiency.
  • Use texture sets: Merge multiple textures into one texture set, which can reduce the number of textures and file size, and improve loading speed and rendering efficiency.
  • Control the number of faces and vertices: Control the number of faces and vertices of the model, which can reduce the amount of rendering calculations and improve rendering efficiency.
  • Use LOD: Use LOD (Level of Detail) technology to dynamically adjust the level of detail of the model according to factors such as distance and model size, which can reduce the amount of rendering calculations and network bandwidth, and improve rendering efficiency.
  1. Practical tools three.js provides a variety of practical tools that can help developers debug and optimize, improve development efficiency and user experience. The following are several useful tools that are commonly used:
  • Stats: Used to display performance indicators such as FPS and rendering time of the scene.
  • OrbitControls: used to control the camera’s rotation, zoom, translation and other operations.
  • GUI: Used to create and adjust parameters and properties in the scene, such as light intensity, material color, etc.
  • RaycasterHelper: Used to display the effect of ray casting, which is convenient for debugging interactive effects.
  • GLTFExporter: used to export the model in the scene to a file in GLTF format, which is convenient for sharing and backup.

Through the above steps, you can perform performance optimization and use practical tools, thereby improving the rendering efficiency and development efficiency of the three.js scene. It can be adjusted and optimized according to the needs, so as to create more excellent 3D scenes and applications.

gun tei

Please explain in detail creating a solar system model

Creating a solar system model is a classic case in three.js, which can show the movement and interaction effects of multiple objects in the scene, and can also enrich the form and details of the model by adjusting parameters and attributes. The following will detail how to create a solar system model.

  1. To create a scene and a camera, you first need to create a scene and a camera, you can use the following code:
javascriptCopy codeconst scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 0, 50);
scene.add(camera);

In the above code, a scene object and a perspective camera object are created, and the camera is set at the center of the scene.

  1. Create the sun and planets Then you need to create the geometry and materials of the sun and planets, you can use the following code:
javascriptCopy codeconst sunGeometry = new THREE.SphereGeometry(10, 32, 32);
const sunMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const sun = new THREE.Mesh(sunGeometry, sunMaterial);
scene.add(sun);

const earthGeometry = new THREE.SphereGeometry(2, 32, 32);
const earthMaterial = new THREE.MeshBasicMaterial({ color: 0x0000ff });
const earth = new THREE.Mesh(earthGeometry, earthMaterial);
earth.position.set(15, 0, 0);
scene.add(earth);

In the code above, the sun and earth geometry and materials are created and set in the center of the scene and the earth orbits.

  1. Adding a light source and adjusting the properties of the light source In order to make the objects in the model have lighting effects, you need to add a point light source and adjust its properties. You can use the following code:
javascriptCopy codeconst light = new THREE.PointLight(0xffffff, 1, 100);
light.position.set(0, 0, 0);
scene.add(light);

sun.castShadow = true;
sun.receiveShadow = false;
light.castShadow = true;

In the above code, a point light source is created and added to the center of the scene, and then the shadow effect is turned on by adjusting the castShadow property of the object and the castShadow property of the light source.

  1. Realize the animation effect Finally, you need to realize the animation effect, so that the sun and planets rotate around the center, you can use the following code:
javascriptCopy codefunction animate() {
    requestAnimationFrame(animate);
    earth.rotation.y += 0.01;
    earth.position.x = 15 * Math.cos(earth.rotation.y);
    earth.position.z = 15 * Math.sin(earth.rotation.y);
    renderer.render(scene, camera);
}
animate();

In the above code, use the requestAnimationFrame and animate functions to realize the animation effect; and then realize the effect of rotating around the sun by modifying the rotation angle and position of the earth.

Through the above steps, you can create a simple solar system model, and add dynamic effects and lighting effects, etc., which can be adjusted and adjusted according to your needs.

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Optimized to create a more realistic and rich solar system model.

  1. Adding planet orbits and environment maps can add orbits to planets to show their trajectory more clearly. You can use the following code:
javascriptCopy codeconst orbit = new THREE.Line(
    new THREE.CircleGeometry(15, 64),
    new THREE.MeshBasicMaterial({ color: 0xffffff })
);
orbit.rotation.x = Math.PI / 2;
scene.add(orbit);

In the code above, a circular orbit with a radius of 15 is created and added to the center of the scene.

In addition, in order to better simulate the cosmic environment, you can add an environment map to the scene, you can use the following code:

javascriptCopy codeconst loader = new THREE.CubeTextureLoader();
const texture = loader.load([
    'img/px.jpg', 'img/nx.jpg',
    'img/py.jpg', 'img/ny.jpg',
    'img/pz.jpg', 'img/nz.jpg'
]);
scene.background = texture;

In the code above, the environment texture is loaded using CubeTextureLoader and set as the background of the scene.

Through the above steps, you can create a more realistic and rich solar system model, and further adjust and optimize it according to your needs, such as adding more planets, setting the material and texture of objects, etc., so as to create more colorful 3D scenes and apply.

gun tei

Please explain in detail how to make a 3D game map

Making 3D game maps is a common task in three.js. By using different elements such as geometry, materials, and textures, different types of terrains and buildings can be created to form a realistic virtual world. The following will introduce in detail how to make a simple 3D game map.

  1. To create a scene and a camera, you first need to create a scene and a camera, you can use the following code:
javascriptCopy codeconst scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 50, 50);
scene.add(camera);

In the above code, a scene object and a perspective camera object are created, and the camera is set at the center of the scene.

  1. Create terrain and buildings Next, you need to create the geometry and materials of terrain and buildings, you can use the following code:
javascriptCopy codeconst planeGeometry = new THREE.PlaneGeometry(100, 100);
const planeMaterial = new THREE.MeshPhongMaterial({ color: 0x808080 });
const plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -Math.PI / 2;
plane.receiveShadow = true;
scene.add(plane);

const boxGeometry = new THREE.BoxGeometry(10, 10, 10);
const boxMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000 });
const box = new THREE.Mesh(boxGeometry, boxMaterial);
box.position.set(10, 5, 10);
box.castShadow = true;
scene.add(box);

In the above code, a flat terrain and a cubic building are created, using the Phong material and setting the shadow effect.

  1. Add light source and adjust light source properties In order to make the objects in the model have lighting effect, you need to add a parallel light and a point light source, and adjust their properties, you can use the following code:
javascriptCopy codeconst ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(50, 50, 50);
scene.add(directionalLight);

const light = new THREE.PointLight(0xffffff, 1, 100);
light.position.set(0, 50, 0);
scene.add(light);

In the above code, an ambient light, a parallel light and a point light are created and added to the scene respectively. Then turn on the shadow effect by adjusting the castShadow property of the object and the castShadow property of the light source.

  1. Add interactive control and animation effects In order to allow users to perform interactive control, you can add mouse controllers, such as OrbitControls, you can use the following code:
javascriptCopy codeconst controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.screenSpacePanning = false;
controls.minDistance = 10;
controls.maxDistance = 200;

In the code above,

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Created an OrbitControls controller and bound it to the dom element of the camera and renderer, and then set some interaction parameters of the controller by adjusting its properties.

In addition, in order to make the building have animation effect, you can use the Tween.js library, for example, the rotation animation of the building can be realized by the following code:

javascriptCopy codeconst tween = new TWEEN.Tween(box.rotation)
    .to({ y: Math.PI / 2 }, 1000)
    .easing(TWEEN.Easing.Quadratic.InOut)
    .start();

In the above code, a Tween object is created using the Tween.js library and bound to the rotation property of the building, then the target angle of rotation and animation time are set, and the easing function and start animation are specified .

Through the above steps, a simple 3D game map can be created, and interactive control and animation effects can be added, which can be further adjusted and optimized according to the needs, such as adding more buildings, setting the material and texture of objects, etc., so that Create more realistic and rich 3D scenes and games.

gun tei

Please explain in detail developing a simple game based on three.js

To develop a simple game based on three.js, you need to master related technologies such as scene, camera, geometry, material, light source, animation, interactive control, etc., which can be realized through the following steps.

  1. To create a scene and a camera, you first need to create a scene and a camera, you can use the following code:
javascriptCopy codeconst scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 0, 10);
scene.add(camera);

In the above code, a scene object and a perspective camera object are created, and the camera is set at the center of the scene.

  1. Create game elements Next, you need to create game elements, including characters, enemies, bullets, obstacles, etc., which can be drawn using different geometry, materials, and textures, for example:
javascriptCopy codeconst playerGeometry = new THREE.BoxGeometry(1, 1, 1);
const playerMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const player = new THREE.Mesh(playerGeometry, playerMaterial);
player.position.set(0, 0, 0);
scene.add(player);

In the code above, a cube-shaped character is created and a green material is set.

  1. Adding a light source and adjusting the properties of the light source In order to make the objects in the game scene have lighting effects, it is necessary to add a point light source or a parallel light source and adjust its properties, for example:
javascriptCopy codeconst light = new THREE.PointLight(0xffffff, 1, 100);
light.position.set(0, 0, 5);
scene.add(light);

In the code above, a point light is created and added to the center of the scene.

  1. Add interactive control and animation effects In order to allow the player to perform interactive control, you can add a keyboard controller, for example, through the following code to realize the movement of the character:
javascriptCopy codeconst keys = {};
document.addEventListener('keydown', e => keys[e.code] = true);
document.addEventListener('keyup', e => keys[e.code] = false);

function animate() {
    requestAnimationFrame(animate);
    if (keys['ArrowLeft']) {
        player.position.x -= 0.1;
    }
    if (keys['ArrowRight']) {
        player.position.x += 0.1;
    }
    if (keys['ArrowUp']) {
        player.position.y += 0.1;
    }
    if (keys['ArrowDown']) {
        player.position.y -= 0.1;
    }
    renderer.render(scene, camera);
}
animate();

In the above code, by adding a keyboard event listener, monitor the state of the up, down, left, and right keys on the keyboard, and realize the movement of the character by modifying the position of the character.

In addition, you can also use the Tween.js library to achieve animation effects, such as the jumping animation of the character through the following code:

javascriptCopy codeconst tween = new TWEEN.Tween(player.position)
    .to({ y: 2 }, 1000)
    .easing
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(TWEEN.Easing.Quadratic.Out) .onComplete(() => { const tween2 = new TWEEN.Tween(player.position) .to({ y: 0 }, 1000) .easing(TWEEN.Easing.Quadratic.In) .start(); }) .start();

arduinoCopy code
在上面的代码中,使用Tween.js库创建了一个Tween对象,并将其绑定到角色的position属性上,设置了跳跃的目标高度和动画时间,并指定了缓动函数和启动动画。同时,在动画结束后,创建了一个新的Tween对象,将角色的高度调整为原始位置,并启动动画。

5. 添加碰撞检测和计分系统
为了增加游戏的挑战性,可以添加碰撞检测和计分系统,例如通过以下代码实现玩家和敌人的碰撞检测:

```javascript
function checkCollision() {
    enemies.forEach(enemy => {
        if (player.position.distanceTo(enemy.position) < 1) {
            score -= 10;
            enemy.visible = false;
            setTimeout(() => {
                enemy.visible = true;
            }, 3000);
        }
    });
}

In the above code, use the distanceTo method of the THREE.Vector3 object to calculate the distance between the player and the enemy, and determine whether a collision occurs, and then adjust the visible property of the enemy to achieve the effect of the enemy disappearing and reappearing, and calculate the score .

Through the above steps, you can create a simple three.js-based game, which can be further adjusted and optimized according to your needs, such as adding more game elements, setting the material and texture of objects, realizing multiple levels and sound effects, etc., so that Create a more interesting and engaging gaming experience.

gun tei

Please explain the future development of three.js in detail

As a powerful 3D rendering engine, three.js has become one of the most popular libraries in the field of WebGL development, with a wide range of application scenarios and user groups. In the future, the development direction of three.js mainly includes the following aspects.

  1. Performance optimization With the continuous development of WebGL technology, the number of complex scenes and high-quality models developed using three.js is increasing, and the requirements for performance and frame rate are also getting higher and higher. Therefore, the future development of three.js will focus on performance optimization, such as improving rendering efficiency and performance by optimizing the rendering process, reducing the number of rendering calls, and using Web Worker and GPU acceleration.
  2. Compatibility and accessibility As a library running on the web platform, three.js needs to take into account the compatibility and accessibility issues of different browsers and devices. In the future, three.js development will focus on improving the compatibility and accessibility of the library, such as enhancing the performance and functionality of the library by using technologies such as WebAssembly and WebRTC, and improving support for screen readers and assistive devices.
  3. Physics engine and VR/AR technology With the rise of VR/AR technology, more and more application scenarios need to be developed using three.js. In the future, three.js development will focus on the integration of physics engines and VR/AR technologies, such as using physics engine libraries such as Cannon.js to enhance the physical effects of objects, and using technologies such as WebXR API and WebVR to support VR/AR scenes development and interaction.
  4. Community contribution and ecosystem As an open source library, three.js has a huge community and a rich ecosystem. In the future, the development of three.js will also rely on community contributions and ecosystem support. Therefore, the future development of three.js will focus on increasing community participation and contribution, such as enhancing the library by opening more contribution channels, providing better documentation and examples, and supporting more extensions and plug-ins function and application value.

In short, three.js will continue to develop and grow in the future, and will play an increasingly important role in the WebGL field, providing developers with a more convenient and efficient 3D development experience.

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Please explain in detail the recommended learning resources and communities

For developers who want to learn three.js, here are some recommended learning resources and communities:

  1. three.js official documentation The three.js official documentation is an essential resource for learning and using three.js, including a detailed introduction to the library, API documentation, samples and tutorials, etc. The official documentation is updated in a timely manner and rich in content, which is very helpful for both novice and professional developers.
  2. three.js official forum The three.js official forum is an active community where many developers share their experiences and knowledge, and ask questions and solutions. Here you can get some useful tips and suggestions, as well as learn about the latest developments and technology trends.
  3. Udemy courses There are many three.js online video courses on Udemy. These courses cover everything from basic knowledge to advanced skills and are a very good learning resource. Some of these courses also provide practical projects and case studies, allowing learners to better grasp the application and practice of three.js.
  4. Three.js Journey Three.js Journey is an online tutorial platform based on three.js. It provides complete three.js course content and practical project exercises, which can help learners understand the development and application of three.js in depth.
  5. Github You can find a large number of three.js projects and code libraries on Github, from which you can learn many practical technologies and tools. At the same time, you can also participate in some open source projects and community contributions to improve your programming skills and development experience.

In short, learning three.js requires continuous exploration and practice. The learning resources and communities recommended above can provide developers with some useful guidance and help to help them better master the development skills and practical experience of three.js.

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