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Learning Three.js - the JavaScript 3D Library for WebGL

You're reading from  Learning Three.js - the JavaScript 3D Library for WebGL

Product type Book
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Pages 422 pages
Edition 1st Edition
Languages
Author (1):
Jos Dirksen Jos Dirksen
Profile icon Jos Dirksen

Table of Contents (20) Chapters

Learning Three.js – the JavaScript 3D Library for WebGL Second Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Creating Your First 3D Scene with Three.js 2. Basic Components That Make Up a Three.js Scene 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

Creating the HTML skeleton


The first thing we need to do is create an empty skeleton page that we can use as the base for all our examples, as follows:

<!DOCTYPE html>

<html>

  <head>
    <title>Example 01.01 - Basic skeleton</title>
    <script src="../libs/three.js"></script>
    <style>
      body{
        /* set margin to 0 and overflow to hidden, to use the complete page */

        margin: 0;
        overflow: hidden;
      }
    </style>
  </head>
  <body>

    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>

    <!-- Javascript code that runs our Three.js examples -->
    <script>

      // once everything is loaded, we run our Three.js stuff.
      function init() {
        // here we'll put the Three.js stuff
      };
      window.onload = init;

    </script>
  </body>
</html>

Tip

Downloading the example code

You can download the example code files from your account at http://www.packtpub.com for all the Packt Publishing books you have purchased. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

As you can see from this listing, the skeleton is a very simple HTML page, with only a couple of elements. In the <head> element, we load the external JavaScript libraries that we'll use for the examples. For all the examples, we'll at least need to load the Three.js library, three.js. In the <head> element, we also add a couple of lines of CSS. These style elements remove any scrollbars when we create a full-page Three.js scene. In the <body> element of this page, you can see a single <div> element. When we write our Three.js code, we'll point the output of the Three.js renderer to that element. At the bottom of this page, you can already see a bit of JavaScript. By assigning the init function to the window.onload property, we make sure that this function gets called when the HTML document has finished loading. In the init function, we'll insert all the Three.js specific JavaScript.

Three.js comes in two versions:

  • Three.min.js: This is the library you'd normally use when deploying Three.js sites on the Internet. This is a minified version of Three.js, created using UglifyJS, which is a quarter size of the normal Three.js library. All the examples and code used in this book are based on Three.js r69, which was released in October 2014.

  • Three.js: This is the normal Three.js library. We use this library in our examples since it makes debugging much easier when you can read and understand the Three.js source code.

If we view this page in our browser, the results aren't very shocking. As you'd expect, all you see is an empty page.

In the next section, you'll learn how to add the first couple of 3D objects and render those to the <div> element we defined in our HTML skeleton.

You have been reading a chapter from
Learning Three.js - the JavaScript 3D Library for WebGL
Published in: Mar 2015 Publisher: ISBN-13: 9781784392215
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