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Three.js documentation
- BoxGeometry
- BufferGeometry
- PlaneGeometry
- CircleGeometry
- ConeGeometry
- CylinderGeometry
- RingGeometry
- TorusGeometry
- TorusKnotGeometry
- DodecahedronGeometry
- OctahedronGeometry
- TetrahedronGeometry
- IcosahedronGeometry
- SphereGeometry
- ShapeGeometry
- TubeGeometry
- ExtrudeGeometry
- LatheGeometry
- TextGeometry
- Face3
Others
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Introduction 00:00
Until now, we only used the BoxGeometry class to create our cube. In this lesson, we will discover various other geometries, but first, we need to understand what a geometry really is.
What is a geometry? 00:25
In Three.js, geometries are composed of vertices (point coordinates in 3D spaces) and faces (triangles that join those vertices to create a surface).
We use geometries to create meshes, but you can also use geometries to form particles. Each vertex (singular of vertices) will correspond to a particle, but this is for a future lesson.
We can store more data than the position in the vertices. A good example would be to talk about the UV coordinates or the normals. As you'll see, we will learn more about those later.
The different built-in geometries 03:22
Three.js has many built-in geometries. While you don't need to know precisely how to instantiate each one, it is good to know that they exist.
All the built-in geometries we are going to see inherit from the BufferGeometry class. This class has many built in methods like translate(...)
, rotateX(...)
, normalize()
, etc. but we are not going to use them in this lesson.
Most of the geometries documentation pages have examples.
- BoxGeometry To create a box.
- PlaneGeometry To create a rectangle plane.
- CircleGeometry To create a disc or a portion of a disc (like a pie chart).
- ConeGeometry To create a cone or a portion of a cone. You can open or close the base of the cone.
- CylinderGeometry To create a cylinder. You can open or close the ends of the cylinder and you can change the radius of each end.
- RingGeometry To create a flat ring or portion of a flat circle.
- TorusGeometry To create a ring that has a thickness (like a donut) or portion of a ring.
- TorusKnotGeometry To create some sort of knot geometry.
- DodecahedronGeometry To create a 12 faces sphere. You can add details for a rounder sphere.
- OctahedronGeometry To create a 8 faces sphere. You can add details for a rounder sphere.
- TetrahedronGeometry To create a 4 faces sphere (it won't be much of a sphere if you don't increase details). You can add details for a rounder sphere.
- IcosahedronGeometry To create a sphere composed of triangles that have roughly the same size.
- SphereGeometry To create the most popular type of sphere where faces looks like quads (quads are just a combination of two triangles).
- ShapeGeometry To create a shape based on a path.
- TubeGeometry To create a tube following a path.
- ExtrudeGeometry To create an extrusion based on a path. You can add and control the bevel.
- LatheGeometry To create a vase or portion of a vase (more like a revolution).
- TextGeometry To create a 3D text. You'll have to provide the font in typeface json format.
If you need a particular geometry that is not supported by Three.js, you can create your own geometry in JavaScript, or you can make it in a 3D software, export it and import it into your project. We will learn more about that later.
Box example 10:47
We already made a cube but we didn't talk much about the parameters. Most geometries have parameters, and you should always take a look at the documentation before using it.
The BoxGeometry has 6 parameters:
width
: The size on thex
axisheight
: The size on they
axisdepth
: The size on thez
axiswidthSegments
: How many subdivisions in thex
axisheightSegments
: How many subdivisions in they
axisdepthSegments
: How many subdivisions in thez
axis
Subdivisions correspond to how much triangles should compose the face. By default it's 1
, meaning that there will only be 2 triangles per face. If you set the subdivision to 2
, you'll end up with 8 triangles per face:
const geometry = new THREE.BoxGeometry(1, 1, 1, 2, 2, 2)
The problem is that we cannot see these triangles.
A good solution is to add wireframe: true
to our material. The wireframe will show the lines that delimit each triangle:
const material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true })
As you can see, there are 8 triangles by face.
While this is not relevant for a flat face cube, it gets more interesting when using a SphereGeometry:
const geometry = new THREE.SphereGeometry(1, 32, 32)
The more subdivisions we add, the less we can distinguish the faces. But keep in mind that too many vertices and faces will affect performances.
How to use it 🤔
- Download the Starter pack or Final project
- Unzip it
- Open your terminal and go to the unzip folder
-
Run
npm install
to install dependencies
(if your terminal warns you about vulnerabilities, ignore it) -
Run
npm run dev
to launch the local server
(project should open on your default browser automatically) - Start coding
- The JS is located in src/script.js
- The HTML is located in src/index.html
- The CSS is located in src/style.css