![]() We are moving the camera by 200 units in each dimension, then we set it to look back towards the 0,10,0 coordinate. Once we define a camera we also need to position it and turn it in a direction. Later on, when defining 3D objects in the 3D space, we are going to use the same units to set their size and position. ![]() Here these values have an arbitrary unit that we use in the 3D space. The size of the rendered image will be defined at the renderer. Here these units don't represent screen pixels. We define that the left side is 75 units away to the left, the right plane is 75 units away to the right, and so on. To set up an orthographic camera, we have to define how far each side of the frustum is from the viewpoint. Because each projection line is in parallel, orthographic cameras don't distort geometries.Ĭonst aspectRatio = window.innerWidth / window.innerHeight Ĭonst cameraHeight = cameraWidth / aspectRatio Ĭonst camera = new THREE.OrthographicCamera( The camera projects the 3D objects inside this box toward one of its sides. In the case of an orthographic camera, this is a box. This is the region in the 3D space that is going to be projected to the screen. #SIMPLECAD TUTORIAL HOW TO#Therefore in this one, we'll only discuss how to set up an orthographic camera.įor the camera, we need to define a view frustum. In my previous article, we discussed the differences between the two cameras in more detail. Video games mostly use perspective cameras, but we are going to use an orthographic one to have a more minimal, geometric look. There are two options here – perspective cameras and orthographic cameras. Next, let's set up the camera that defines how we look at this scene. The other two values define by how much the light is bent along the X and Z axis, that is how much light the front and the side of the car will receive. By default, the Y-axis points upwards, and as it has the highest value (500), that means the top of our car receives the most light. The three position-parameters are the X, Y, and Z coordinates. The rest will be in parallel to it.Īs the light rays are in parallel, and they shine from very far away, the exact coordinates don't matter here – rather, their proportions do. This specific light ray will shine from the position we define (200,500,300) to the 0,0,0 coordinate. ![]() Out of all the parallel rays we define one in particular. This position can be a bit confusing so let me explain. We set a position for this light that defines the direction of these light rays. The directional light shines from very far away with parallel light rays. The ambient light is shining from every direction, giving a base color for our geometry while the directional light simulates the sun. The intensity is a number between 0 and 1, and as both of them shine simultaneously we want these values somewhere around 0.5.Ĭonst ambientLight = new THREE.AmbientLight(0xffffff, 0.6) Ĭonst directionalLight = new THREE.DirectionalLight(0xffffff, 0.8) ĭ(200, 500, 300) We define both by setting a color and an intensity. ![]() We'll add two lights to the scene: an ambient light and a directional light. We are about to add a car to this scene, but first let's set up the lights, the camera, and the renderer. The scene is a container that contains all the 3D objects we want to display along with the lights. import * as THREE from "three" įirst, we need to define the scene. ![]() #SIMPLECAD TUTORIAL INSTALL#I used NPM to install it to my project then imported it at the beginning of the JavaScript file. Three.js is an external library, so first we need to add it to our project. #SIMPLECAD TUTORIAL CODE#And finally we are going to code textures with JavaScript and HTML Canvas. Then we'll learn how to define geometries and materials to create 3D objects. In this tutorial, we're going to put together a minimalistic car from boxes and learn how to map texture onto it.įirst, we'll set things up – we'll define the lights, the camera, and the renderer. We put together some boxes, add lights, define a camera, and Three.js renders the 3D image. Putting together a 3D scene in the browser with Three.js is like playing with Legos. ![]()
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