Creating Interactive 3D Graphics on the Web with 3js: A Project-Based Learning Approach
This chapter will guide you through the fundamentals of creating stunning 3D effects and animations for websites using 3js, a powerful JavaScript library. We will learn by building five distinct projects, each focusing on different aspects of 3js, from basic shapes and lighting to advanced physics and post-processing effects. This project-based approach allows for hands-on learning, enabling you to grasp core concepts effectively and apply them creatively.
Getting Started with 3js: Foundational Concepts
Before diving into complex projects, let’s establish a solid foundation by understanding the essential components of a 3js scene.
Setting Up Your Development Environment
To begin working with 3js, we need a suitable development environment. Visual Studio Code (VS Code) is recommended as a robust and feature-rich code editor for this course.
- Install Visual Studio Code: If you haven’t already, download and install Visual Studio Code.
- Download the Starter Template: A starter template is provided to streamline the initial setup. This template includes pre-configured files and necessary configurations. Download the template from the link provided (typically found in the video description associated with this transcript) and ensure you are on the ‘main’ branch.
- Unzip and Organize Project Files: Unzip the downloaded template and create a dedicated directory (e.g., “threejs-sketches”) to keep all your project files organized. Drag the unzipped folder into Visual Studio Code.
- Install the Live Server Extension: Enhance your development workflow by installing the “Live Server” extension in VS Code. This extension automatically refreshes your browser whenever you save changes to your code, providing instant feedback and accelerating the coding process.
- Launch Live Server: After installation, you can launch Live Server by clicking the “Go Live” button typically located at the bottom right of the VS Code window. This will open your project in a browser, allowing you to see your 3D scenes come to life.
Understanding the Basic 3js Scene Structure
Every 3js scene requires three fundamental elements to be rendered: a Renderer, a Camera, and a Scene object.
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Renderer: The renderer is responsible for drawing your 3D scene onto the web browser. We will use the
WebGLRenderer
, which leverages the WebGL API for hardware-accelerated 3D graphics.WebGL (Web Graphics Library): A JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. It allows websites to display complex 3D scenes and models using the device’s graphics processing unit (GPU).
const renderer = new THREE.WebGLRenderer({ antialias: true });
antialias: true
: This property is passed to theWebGLRenderer
to enable anti-aliasing, which smooths out jagged edges in the rendered scene, improving visual quality.
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Setting Renderer Size: The renderer needs to know the dimensions of the area it will be drawing to. We typically set it to the full window size.
const width = window.innerWidth; const height = window.innerHeight; renderer.setSize(width, height);
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Appending the Renderer to the DOM: The rendered output needs to be displayed within your HTML page. We achieve this by appending the renderer’s DOM element (a
<canvas>
element) to the document body.document.body.appendChild(renderer.domElement);
DOM (Document Object Model): A programming interface for HTML and XML documents. It represents the page so that programs can change the document structure, style, and content. The DOM represents the document as a tree of objects.
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Camera: The camera defines the viewpoint from which you observe the 3D scene. We will use a
PerspectiveCamera
, which mimics human vision by creating perspective distortion (objects appear smaller as they move further away).const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
- Field of View (FOV): The vertical field of view in degrees, determining how much of the scene is visible vertically. A common value is 75 degrees.
- Aspect Ratio: The aspect ratio of the camera, typically calculated as the width of the viewport divided by its height. This ensures correct proportions of the rendered scene.
- Near Clipping Plane: The distance from the camera at which rendering of objects begins. Objects closer than this distance are not rendered.
- Far Clipping Plane: The distance from the camera beyond which objects are no longer rendered. This helps optimize performance by preventing the rendering of distant, potentially invisible objects.
const fov = 75; const aspect = width / height; const near = 0.1; const far = 1000; // Or a suitable far value
- Camera Positioning: Initially, the camera is positioned at the origin (0, 0, 0). To view objects placed at the origin, we often move the camera back along the Z-axis.
camera.position.z = 2;
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Scene: The scene is the container for all objects, lights, and cameras in your 3D world. It acts as the root of your 3D scene graph.
const scene = new THREE.Scene();
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Rendering the Scene: Finally, to display the scene, you need to instruct the renderer to render the scene using the camera.
renderer.render(scene, camera);
This initial render call will likely result in a blank screen because we haven’t added any objects to the scene yet.
Adding Primitives, Materials, and Meshes
To make our scene visible, we need to add 3D objects. 3js provides Primitives, pre-defined geometric shapes that simplify the creation of basic 3D forms.
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Primitives (Geometries): 3js offers various primitive geometries, such as cubes, spheres, planes, and more complex shapes like
IcosahedronGeometry
(a polyhedron with 20 faces).const geometry = new THREE.IcosahedronGeometry(size, detail);
size
: The radius of the icosahedron.detail
: A parameter controlling the level of detail or subdivisions of the geometry. Higher values create smoother, more sphere-like shapes.
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Materials: Materials define how surfaces of 3D objects appear when rendered. They determine color, texture, shininess, and how objects react to light.
MeshBasicMaterial
is a simple material that displays a solid color without being affected by lights.const material = new THREE.MeshBasicMaterial({ color: 0xCCFFFF }); // Light blue color
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Mesh: A mesh is the combination of a geometry and a material. It represents a renderable 3D object in the scene.
const mesh = new THREE.Mesh(geometry, material);
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Adding the Mesh to the Scene: To make the mesh visible, it must be added as a child of the scene object.
scene.add(mesh);
After adding this code and saving, you should see a light blue icosahedron rendered in your browser.
Animation Basics: Bringing Your Scene to Life
To create animation, we need to repeatedly render the scene, making slight modifications to object properties (like position, rotation, or scale) in each frame. requestAnimationFrame
is the standard web API for creating smooth animations.
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requestAnimationFrame
: This browser API schedules a function to be called before the next repaint. It is the most efficient way to create animations in the browser, as it synchronizes with the browser’s refresh rate.function animate() { requestAnimationFrame(animate); // Update scene elements here (e.g., mesh rotation) renderer.render(scene, camera); } animate(); // Start the animation loop
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Animating Mesh Rotation: To rotate the mesh, we can modify its
rotation.y
property within theanimate
function. Using the elapsed time (T
passed byrequestAnimationFrame
) allows for time-based animation.let t = 0; // Initialize time function animate(timestamp) { requestAnimationFrame(animate); t = timestamp; // Update time with timestamp from requestAnimationFrame mesh.rotation.y = t * 0.0001; // Rotate mesh around Y-axis renderer.render(scene, camera); } animate();
- The multiplication factor (0.0001 in this example) controls the speed of rotation.
Enhancing Visuals: Lighting and Materials
MeshBasicMaterial
does not interact with lights, resulting in flat, unshaded appearances. To create more realistic and visually appealing scenes, we need to introduce lighting and use materials that respond to light.
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MeshStandardMaterial
: This material is a physically based rendering (PBR) material, which means it realistically simulates how light interacts with surfaces. It responds to various types of lights in the scene, creating shading and depth.const material = new THREE.MeshStandardMaterial({ color: 0xFFFFFF }); // White color
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Hemisphere Light: A hemisphere light simulates ambient lighting coming from the sky and ground. It has two colors:
skyColor
(color from above) andgroundColor
(color from below).const hemiLight = new THREE.HemisphereLight(skyColor, groundColor, intensity); scene.add(hemiLight);
skyColor
: The color of the light coming from the hemisphere above (e.g., white for daylight).groundColor
: The color of the light coming from the hemisphere below (e.g., black or a dark color for ground reflection).intensity
: The brightness of the light.
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Flat Shading: By default,
MeshStandardMaterial
uses smooth shading, which interpolates colors across faces, creating a smooth appearance. EnablingflatShading: true
renders each face with a single color, emphasizing the facets of the geometry.const material = new THREE.MeshStandardMaterial({ color: 0xFFFFFF, flatShading: true });
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Wireframe Geometry: To create a wireframe representation of an object, we can use
WireframeGeometry
andMeshBasicMaterial
withwireframe: true
.const wireframeGeometry = new THREE.WireframeGeometry(geometry); const wireframeMaterial = new THREE.MeshBasicMaterial({ color: 0xFFFFFF, wireframe: true }); const wireframeMesh = new THREE.Mesh(wireframeGeometry, wireframeMaterial); scene.add(wireframeMesh);
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Parenting Objects: To link the transformations (position, rotation, scale) of one object to another, we can make one object a child of another. In this example, parenting the
wireframeMesh
to the mainmesh
ensures that the wireframe follows the rotations of the main mesh.mesh.add(wireframeMesh); // Add wireframeMesh as a child of mesh
Interactive Camera Controls: OrbitControls
To allow users to interactively explore the 3D scene, we can use OrbitControls
, a 3js addon that provides mouse-based camera controls (panning, zooming, and orbiting).
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OrbitControls: An addon to 3js that enables orbiting, panning, and zooming controls for the camera using mouse or touch input. It is imported from the
examples/jsm/controls/OrbitControls.js
module.import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; // ... after camera and renderer are created ... const controls = new OrbitControls(camera, renderer.domElement);
camera
: The camera to be controlled.renderer.domElement
: The DOM element of the renderer (the canvas) that will receive user input events.
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Enabling Damping (Smoothing):
enableDamping: true
anddampingFactor
settings add inertia to the camera movements, making them smoother and more natural-feeling.controls.enableDamping = true; controls.dampingFactor = 0.05; // Adjust damping factor as needed
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Updating Controls in Animation Loop: For
OrbitControls
to function correctly, itsupdate()
method must be called in each frame of the animation loop.function animate() { requestAnimationFrame(animate); controls.update(); // Update OrbitControls in each frame renderer.render(scene, camera); } animate();
Project 1: Basic 3js Scene with Primitives, Lighting, and Animation
This project serves as an introductory exercise, solidifying the fundamental concepts covered in the previous section. It involves setting up a basic 3js scene, adding primitive shapes, applying basic materials, introducing hemisphere lighting, and implementing simple animation and interactive camera controls. By completing this project, you will gain hands-on experience with the core building blocks of 3js and establish a foundation for more complex projects.
Project 2: Creating a 3D Earth Globe
In this project, we will build a visually rich 3D model of the Earth, incorporating textures, bump mapping, specular highlights, city lights, and cloud layers. This project will introduce the concept of texture loading and layering to create realistic and detailed 3D representations.
Texture Loading and Application
Textures are images applied to the surface of 3D models to add visual detail, color, and surface properties. 3js provides TextureLoader
to load image files as textures.
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TextureLoader: A 3js class used to load image files (like JPG, PNG) and convert them into textures that can be applied to materials.
const loader = new THREE.TextureLoader(); const earthTexture = loader.load('textures/earth_map.jpg'); // Replace with your texture path
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Applying Textures to Materials: Textures are assigned to material properties like
map
(for color texture),bumpMap
(for surface relief), andspecularMap
(for reflectivity).const earthMaterial = new THREE.MeshStandardMaterial({ map: earthTexture });
Layering Effects for Realism
To create a compelling Earth model, we will layer different textures and effects:
- Earth Texture (Color Map): The base texture providing the color and detail of continents and oceans.
- Bump Map: A grayscale texture that simulates surface relief (mountains, valleys) without altering the actual geometry.
- Specular Map: A grayscale texture controlling the reflectivity or shininess of different surface areas (making water appear shiny and land less so).
- City Lights Map: A texture showing city lights at night, enhancing nighttime visuals.
- Cloud Map: A transparent texture representing cloud cover, added as a separate layer.
Grouping and Rotation for Earth Tilt
To simulate the Earth’s axial tilt, we will use a Group
to encapsulate the Earth mesh and apply rotation to the group.
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Group: A 3js object used to group multiple objects together. Transformations (position, rotation, scale) applied to the group affect all its children.
const earthGroup = new THREE.Group(); scene.add(earthGroup); earthGroup.add(earthMesh); // Add Earth mesh to the group earthGroup.rotation.z = -23.4 * Math.PI / 180; // Apply axial tilt (in radians)
Adding Stars and Directional Lighting
To enhance the space environment and provide realistic lighting, we will add a starfield and directional sunlight.
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Starfield: A visual effect simulating distant stars, often created using points or small geometries scattered across a large sphere.
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Directional Light: A light source that emits light in a specific direction, simulating sunlight. It has no position and casts parallel shadows.
const sunlight = new THREE.DirectionalLight(0xFFFFFF, 1); // White sunlight, full intensity sunlight.position.set(1, 1, 1).normalize(); // Set light direction scene.add(sunlight);
Additive Blending for Lights and Clouds
To create effects like city lights and clouds that appear to blend with underlying surfaces, we can use additive blending.
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Additive Blending: A blending mode where the color of the source fragment is added to the color of the destination fragment. This is useful for creating glow and transparency effects.
const lightsMaterial = new THREE.MeshBasicMaterial({ map: lightsTexture, blending: THREE.AdditiveBlending, transparent: true, opacity: 0.6, });
Fresnel Shader for Atmospheric Glow
To create a glowing atmospheric effect around the Earth, we can utilize a Fresnel shader.
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Fresnel Shader: A shader that simulates the Fresnel effect, where reflectivity depends on the viewing angle. It is often used to create realistic reflections and atmospheric glow effects.
By implementing a Fresnel shader material and applying it to a sphere slightly larger than the Earth, we can achieve a beautiful atmospheric glow effect.
Project 3: Animating a Fly-Through Wireframe Wormhole
This project focuses on creating a visually captivating wireframe wormhole effect, animating the camera along a predefined path, and adding a retro glow effect.
Splines and Camera Paths
Splines are mathematical curves that can be used to define smooth paths in 3D space. We will use a Catmull-Rom spline to create the wormhole path.
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Spline: A mathematical curve defined by a set of control points. Catmull-Rom splines are a type of cubic spline that pass through all control points, creating smooth, interpolated curves.
import { CatmullRomCurve3 } from 'three'; const points = [ /* array of Vector3 points */ ]; const spline = new CatmullRomCurve3(points);
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Camera Animation along Spline: To animate the camera along the spline, we can calculate points along the curve at different parameter values (between 0 and 1) and update the camera’s position and lookAt direction.
function updateCamera(time) { const looptime = 20; // Adjust loop time for speed const t = (time % looptime) / looptime; // Normalized time (0 to 1) const position = spline.getPointAt(t); // Get point on spline at time t const tangent = spline.getTangentAt(t); // Get tangent direction at time t const lookAtPoint = position.clone().add(tangent); // Look slightly ahead camera.position.copy(position); camera.lookAt(lookAtPoint); }
Tube Geometry and EdgesGeometry
To create the wormhole tunnel, we will use TubeGeometry
and EdgesGeometry
.
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TubeGeometry: A 3js geometry that creates a tube shape along a given path (spline).
const tubeGeometry = new THREE.TubeGeometry(spline, tubularSegments, radius, radialSegments, closed);
spline
: The path for the tube.tubularSegments
: Number of segments along the tube’s length.radius
: Radius of the tube.radialSegments
: Number of segments around the tube’s circumference.closed
: Whether the tube is closed at the ends.
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EdgesGeometry: A 3js geometry that extracts the edges of another geometry, creating a wireframe representation from the geometry’s edges.
const edgesGeometry = new THREE.EdgesGeometry(tubeGeometry); const lineMaterial = new THREE.LineBasicMaterial({ color: 0xFFFFFF }); const wireframeLine = new THREE.LineSegments(edgesGeometry, lineMaterial); scene.add(wireframeLine);
Adding Boxes and Glow Effect
To enhance the wormhole effect, we will add boxes along the path and apply a post-processing glow effect.
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Post-Processing: Effects applied to the rendered scene after the initial rendering pass. Bloom is a post-processing effect that creates a glow around bright areas.
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Bloom Pass: A post-processing pass that creates a bloom or glow effect, making bright areas in the scene appear to radiate light. Requires the
EffectComposer
andRenderPass
to be set up.import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'; import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js'; import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass.js'; const renderScene = new RenderPass(scene, camera); const bloomPass = new UnrealBloomPass(resolution, strength, radius, threshold); const composer = new EffectComposer(renderer); composer.addPass(renderScene); composer.addPass(bloomPass); // Replace renderer.render with composer.render in animate loop composer.render();
Project 4: Transition Effect Between Scenes
This project explores creating a smooth transition effect between two different 3D scenes using post-processing techniques.
Frame Buffer Objects and Render Targets
Frame Buffer Objects (FBOs) and Render Targets are used to render scenes to textures, which can then be used as inputs for post-processing effects.
- Frame Buffer Object (FBO) / Render Target: A buffer in the GPU’s memory where a scene can be rendered off-screen. The rendered output can then be used as a texture in subsequent rendering passes, enabling post-processing effects.
Transition Shader
A custom shader is used to blend between two scenes rendered to textures. This shader manipulates texture coordinates and colors to create the transition effect.
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Shader: A program written in GLSL (OpenGL Shading Language) that runs on the GPU and defines how surfaces are rendered. Shaders can manipulate vertex positions, fragment colors, and other rendering parameters.
The transition shader uses textures from two scenes and a transition progress value to smoothly blend between them.
Scene Setup and Animation
Two separate scenes are created, each containing different geometries or materials. The transition effect is animated by gradually changing the transition progress value in the shader, blending from one scene to the other.
Project 5: Adding Physics with Rapier Physics Engine
This project integrates the Rapier physics engine with 3js to add realistic physics interactions to the 3D scene.
Rapier Physics Engine
Rapier is a fast and efficient physics engine implemented in Rust and compiled to WebAssembly for web browser compatibility.
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Rapier Physics Engine: A physics engine designed for performance and stability, particularly well-suited for web-based simulations and games. It provides realistic collision detection, rigid body dynamics, and constraint solving.
WebAssembly (Wasm): A binary instruction format for a stack-based virtual machine. Wasm is designed as a portable target for compilation of high-level languages like C, C++, and Rust, enabling near-native performance in web browsers.
Rigid Bodies and Colliders
Rapier uses rigid bodies to represent physical objects and colliders to define their collision shapes.
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Rigid Body: A physical body that can move and rotate in response to forces and collisions. In Rapier, rigid bodies are used to simulate the physics of objects in the scene.
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Collider: A shape attached to a rigid body that defines its collision boundaries. Colliders determine how rigid bodies interact with each other during collisions.
Rapier offers different types of rigid bodies (e.g., dynamic, kinematic) and colliders (e.g., ball, box, capsule).
Linking 3js Objects to Rapier Bodies
To synchronize 3js objects with Rapier physics, we need to create both 3js meshes and corresponding Rapier rigid bodies and colliders. In the animation loop, we update the 3js object’s position and rotation based on the Rapier rigid body’s state.
Forces and Interactions
Rapier allows us to apply forces to rigid bodies, simulate gravity, and create interactive elements that respond to user input (e.g., mouse movements).
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Forces: Vectors that cause rigid bodies to accelerate or change their motion.
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Gravity: A force that pulls objects towards each other. In Rapier, gravity is typically defined as a vector pointing downwards (e.g.,
[0, -9.81, 0]
for Earth gravity).By applying forces and handling collisions using Rapier, we can create dynamic and interactive 3D scenes with realistic physics behavior.
Conclusion and Further Exploration
This chapter has provided a comprehensive introduction to 3js and its capabilities through a series of project-based learning experiences. You have learned to set up 3js scenes, create 3D objects using primitives and textures, apply lighting and materials, animate objects and cameras, implement post-processing effects, and integrate physics simulations using Rapier.
To further your learning and exploration, consider the following:
- Experiment with different primitive shapes, materials, and lights. 3js offers a wide variety of options to explore and customize your scenes.
- Animate various object properties: Beyond rotation, experiment with animating position, scale, color, and material properties.
- Explore different post-processing effects and shaders. 3js and the broader shader community offer a vast landscape of visual effects to discover.
- Develop interactive 3D applications and games using Rapier physics. Physics simulations can add a new dimension of interactivity and realism to your web projects.
- Share your creations and engage with the 3js community. Platforms like JSFiddle and online forums are great places to showcase your work, get feedback, and learn from others.
By continuing to experiment and build upon the foundations laid in this chapter, you can unlock the full potential of 3js and create truly amazing interactive 3D experiences on the web.