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Learn Three.js

You're reading from   Learn Three.js Program 3D animations and visualizations for the web with JavaScript and WebGL

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Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Length 554 pages
Edition 4th Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

Helper objects and util functions

Before we move on to the next chapter, we’re going to quickly introduce a couple of helper functions and objects. These helpers make it easier to position objects and see what is happening in a scene. The easiest way to see this in action is to open the chapter-01/porsche.html example in your browser:

Figure 1.15 – Porsche example with helper

Figure 1.15 – Porsche example with helper

On the right-hand side of the screen, at the bottom of the menu, you will see three buttons in the controls: Toggle AxesHelper, Toggle GridHelper, and Toggle PolarGridHelper. When you click on any of them, Three.js will add an overlay to the screen that can help you orient and position meshes, determine needed rotations, and check the sizes of your objects. For instance, when we toggle AxesHelper, we will see the x-, y-, and z-axes in the scene:

Figure 1.16 – Porsche example with AxesHelper enabled

Figure 1.16 – Porsche example with AxesHelper enabled

Note that in this example, you can see a more extensive control UI, where you can also control various aspects of WebGLRenderer.

You have been reading a chapter from
Learn Three.js - Fourth Edition
Published in: Feb 2023
Publisher: Packt
ISBN-13: 9781803233871
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