With the development of JavaScript, new possibilities for using the language are emerging. In 2011, a webGL extension to javascript was created, which provides developers with a 3D graphics interface that uses canvas elements derived from HTML 5. In this article, I will introduce you to the Three.js library, which extends the capabilities of webGL and makes writing 3D elements more enjoyable.

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What is Three.js?

Three.js was first released by Ricardo Cabello on GitHub in April 2010. Three.js was originally developed in the ActionScript language used by Adobe Flash, and was later moved to JavaScript in 2009. Cabello shifted away from ActionScript due to the fact that JavaScript provided more independence and applications written in JavaScript would not need to be compiled by a programmer beforehand, unlike Flash applications. Three.js is a Javascript-based WebGL engine that can run GPU-based games and other graphics-based applications directly from the browser. The three.js library provides many features and APIs for drawing 3D scenes in the browser. Three.js also allows you to create complex 3D computer animations for display in the browser, and it doesn't require any additional applications or plug-ins.

 

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Scene in Three.js

Each project in Three.js consists of the three elements of a scene, a camera and a renderer. A scene in Three.js consists of three coordinates:

  • x-axis - This is the horizontal axis and faces the right side of the screen.
  • y-axis - This is the vertical axis and faces the upper side of the screen.
  • z-axis - This is the horizontal axis that faces the observer and is what gives the space.

 

Each new object is set at coordinates (0,0,0) relative to the scene. To make the elements visible it is important to add spot or general lighting to our scene.

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