t3-boilerplate
v0.2.7
Published
Boilerplate for THREEjs
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Readme
t3
t3 is a template to build three.js demos without worrying about the common set up process and allowing multiple applications per page, this project is inspired by Jeromme's three.js boilerplate
Features
- Module defined to work anywhere (follows the UMD pattern)
- Integration with dat.gui and Stats
- Micro scene handler for your multistaged demo :)
- Micro camera manager
- Keyboard manager utility to catch keyboard events
- Themes for the default scene
- Frame rate control
Playground
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Installation
NPM
npm install --save-dev t3-boilerplate
Usage:
var t3 = require('t3-boilerplate')
Bower
Install the package with bower (recommended):
bower install t3
Or save the dist/
files on you project library (the old way)
Use with RequireJS
By default bower will install the package on bower_components/t3
, you might modify your requirejs configuration file adding a path to the source files
requirejs.config({
...
paths: {
t3: 'path/to/bower_components/dist/t3' // concatenated script
// or
t3: 'path/to/bower_components/dist/t3.min' // minified script
}
...
});
And require it on a module using:
define(['t3'], function (t3) {
// module t3 is loaded :)
});
Explicitly importing the file on your project
As an alternative if you don't use RequireJS, add the source files (t3.js
or t3.min.js
which can be loaded with the source map for debugging purposes) to your page
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>t3</title>
<script src="path/to/bower_components/dist/t3.min.js"></script>
</head>
<!-- ... -->
</html>
Getting Started
Basic example
It's required that you create a DOM element for the application which needs to be identified with an id
<div id="canvas"></div>
The minimal example requires only the application's wrapper selector:
define(['t3'], function (t3) {
return t3.run({
selector: '#canvas'
});
});
This basic "world" has:
- A default scene
- A default camera with OrbitControls
- A a grid in the XZ plane (defined in the Coordinates model)
- A set of axes positioned at the center of the scene (Source)
- A dat-gui folder to enable/disable some options (Source)
- A gui control for the visibility of the axes, ground and grids (Source)
- A gui control to pause the animation (Source)
- A gui control for the maximum frame rate (Source)
Init & Update
Let's introduce the init
and update
methods in the object passed to t3.run
.
The init
method is called after t3
's constructor has been called, within this method this
has the following properties:
- scenes: a pool of scenes
- activeScene: the current scene which is by default
this.scenes.default
- cameras: a pool of cameras
- activeCamera: the current camera which is a perspective camera with Orbit controls and by default is
this.cameras.default
- renderer: a reference to an instance of THREE.WebGLRenderer
- keyboard: a reference to the keyboard instance (a utility to store keyboard events)
- datgui: a reference to an instance of dat.gui
- loopManager: this instance controls the application frame rate and paused state
- theme: the theme of the application
- t3cache: the internal cache if
injectCache
is passed as a configuration option
The update
method is called from this.loopManager
and receives the time elapsed since the last frame a.k.a. delta
A rotating cube
We're used to create an object and add it to the scene, well, now the scene is this.activeScene
and the object has to be added to it:
define(['t3'], function (t3) {
return t3.run({
selector: '#canvas',
init: function () {
var geometry = new THREE.BoxGeometry(20, 20, 20);
var material = new THREE.MeshNormalMaterial();
this.cube = new THREE.Mesh(geometry, material);
this.cube.position.set(100, 100, 100);
// this.activeScene equals this.scenes.default
this.activeScene
.add(this.cube);
},
update: function (delta) {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
Delaying the game loop
Perhaps we might need to call the game loop at a later time, to do so we can add the option renderImmediately: false
define(['t3'], function (t3) {
var instance = t3.run({
selector: '#canvas',
renderImmediately: false,
init: function () {
var geometry = new THREE.BoxGeometry(20, 20, 20);
var material = new THREE.MeshNormalMaterial();
this.cube = new THREE.Mesh(geometry, material);
this.cube.position.set(100, 100, 100);
// this.activeScene equals this.scenes.default
this.activeScene
.add(this.cube);
},
update: function (delta) {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
To make it renderable again at some point call instance.loopManager.start()
where the instance is the value returned from calling t3.run
Code for the toggle example:
// instance is the value returned from calling `t3.run`
var paused = instance.loopManager.pause;
instance.loopManager[paused ? 'start' : 'stop']();
Disabling some objects in the default scene
There are 5 groups on the default scene:
- (visible) A set of axes (RGB = XYZ)
- (visible) Ground
- (visible) A grid on the XZ plane
- A grid on the YZ plane
- A grid on the XY plane
The visibility of these elements can be defined in the ambientConfig
option
define(['t3'], function (t3) {
return t3.run({
selector: '#canvas',
helpersConfig: {
axes: false,
ground: false,
gridX: true,
gridY: true,
gridZ: true
},
init: function () {
var geometry = new THREE.BoxGeometry(20, 20, 20);
var material = new THREE.MeshNormalMaterial();
this.cube = new THREE.Mesh(geometry, material);
this.cube.position.set(100, 100, 100);
// this.activeScene equals this.scenes.default
this.activeScene
.add(this.cube);
},
update: function (delta) {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
Changing Scenes
Since the application has a pool of scenes, we can create as many scenes as we want and change it in runtime, to do so we can call this.setActiveScene
with the name of the scene:
define(['t3'], function (t3) {
return t3.run({
selector: '#canvas',
init: function () {
var scene,
geometry,
material;
// scene setup
this.addScene(new THREE.Scene(), 'cone');
this.addScene(new THREE.Scene(), 'sphere');
// default scene
scene = this.scenes['default'];
geometry = new THREE.BoxGeometry(20, 20, 20);
material = new THREE.MeshNormalMaterial();
this.cube = new THREE.Mesh(geometry, material);
this.cube.position.set(100, 100, 100);
scene.add(this.cube);
// cone scene
scene = this.scenes.cone;
geometry = new THREE.CylinderGeometry(10, 0, 20, 64, 64);
material = new THREE.MeshNormalMaterial();
this.cylinder = new THREE.Mesh(geometry, material);
this.cylinder.position.set(100, 100, 100);
scene.add(this.cylinder);
// sphere scene
scene = this.scenes.sphere;
geometry = new THREE.SphereGeometry(10, 32, 32);
material = new THREE.MeshNormalMaterial();
this.sphere = new THREE.Mesh(geometry, material);
this.sphere.position.set(100, 100, 100);
scene.add(this.sphere);
},
update: function (delta) {
var me = this;
['cube', 'cylinder', 'sphere'].forEach(function (v) {
me[v].rotation.x += 0.01;
me[v].rotation.y += 0.01;
});
}
});
});
Code to change the scene:
var scenes = ['default', 'cone', 'sphere'];
current = current + 1;
current %= scenes.length;
instance.setActiveScene(scenes[current]);
Changing Cameras
Since the application has a pool of cameras, adding more cameras is as easy as registering it with a name just like changing scenes:
define(['t3'], function (t3) {
return t3.run({
selector: '#canvas',
init: function () {
var camera,
width = window.innerWidth,
height = window.innerHeight,
fov, ratio, near, far;
// origin camera
fov = 45;
ratio = width / height;
near = 1;
far = 1000;
camera = new THREE.PerspectiveCamera(fov, ratio, near, far);
camera.position.set(30, 30, 30);
camera.lookAt(new THREE.Vector3(100, 100, 100));
this.addCamera(camera, 'origin');
// orthographic camera
camera = new THREE.OrthographicCamera(
width / -2, width / 2, height / 2, height / -2, near, far
);
camera.position.set(200, 300, 200);
camera.lookAt(new THREE.Vector3(100, 100, 100));
this
.addCamera(camera, 'orthographic')
// add orbit controls to the camera
.createCameraControls(camera);
var geometry = new THREE.BoxGeometry(20, 20, 20);
var material = new THREE.MeshNormalMaterial();
this.cube = new THREE.Mesh(geometry, material);
this.cube.position.set(100, 100, 100);
this.activeScene
.add(this.cube);
},
update: function (delta) {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
Code to change the camera:
var cameras = ['default', 'origin', 'orthographic'];
current = current + 1;
current %= cameras.length;
instance.setActiveCamera(cameras[current]);
Themes
If you don't like the dark theme you can switch to the light theme on the default scene by passing theme: 'light'
in the configuration options:
define(['t3'], function (t3) {
return t3.run({
selector: '#canvas',
theme: 'light',
init: function () {
var geometry = new THREE.BoxGeometry(20, 20, 20);
var material = new THREE.MeshNormalMaterial();
this.cube = new THREE.Mesh(geometry, material);
this.cube.position.set(100, 100, 100);
this.activeScene
.add(this.cube);
},
update: function (delta) {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
Wanna roll your own? Just add an object to the object t3.themes
and you're done!
define(['t3'], function (t3) {
t3.themes.sandyStone = {
clearColor: 0xE6E2AF,
fogColor: 0xE6E2AF,
groundColor: 0xA7A37E
};
return t3.run({
selector: '#canvas',
theme: 'sandyStone',
init: function () {
var geometry = new THREE.BoxGeometry(20, 20, 20);
var material = new THREE.MeshNormalMaterial();
this.cube = new THREE.Mesh(geometry, material);
this.cube.position.set(100, 100, 100);
this.activeScene
.add(this.cube);
},
update: function (delta) {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
The available configuration options are:
- clearColor (used in the
THREE.WebGLRenderer
instance) - fogColor (used in the
THREE.Fog
instance) - groundColor (ground color of the helper)
Caching objects
Another useful utility that the template has is the possibility of caching elements, three.js
defines the field name
for any THREE.Object3D
which allows to make lookups (Source), the template extends this functionality and makes it possible to save the last added/removed object from any instance of THREE.Object3D
(Source)
define(['t3'], function (t3) {
return t3.run({
selector: '#canvas',
injectCache: true,
init: function () {
var geometry = new THREE.BoxGeometry(20, 20, 20);
var material = new THREE.MeshNormalMaterial();
var cube = new THREE.Mesh(geometry, material);
cube.position.set(100, 100, 100);
// since THREE.Object3D.prototype was injected with the method
// `cache` we can call it to save the last added/removed object
// under `this.__t3cache__` passing a name
this.activeScene
.add(cube)
// unique identifier = cube
.cache('cube');
// removal example
// this.activeScene
// .remove(cube)
// .cache();
},
update: function (delta) {
var cube = this.getFromCache('cube');
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
}
});
});
Adding custom functionality by extending t3.Application
t3.run
creates in fact a subclass of t3.Application
allowing an application to be quickly started, you can extend the functionality of the t3.Application
class by creating a subclass:
Application.run = function (options) {
options = _.merge({
init: function () {},
update: function () {},
}, options);
assert(options.selector, 'canvas selector required');
var QuickLaunch = function (options) {
Application.call(this, options);
options.init.call(this, options);
};
QuickLaunch.prototype = Object.create(Application.prototype);
QuickLaunch.prototype.update = function (delta) {
Application.prototype.update.call(this, delta);
options.update.call(this, delta);
};
return new QuickLaunch(options);
};
TODO list
- Render only on mouseover
- Pause if not visible
Development
After cloning the repo install the required node dependencies with:
npm install
Generate the bundle with:
gulp
This will generate an unminified file since it creates the bundle with watchify, if you want to build the minified file including its source map execute:
gulp build
Project structure
Generated by tree:
src
├── controller
│ ├── Application.js
│ ├── Keyboard.js
│ └── LoopManager.js
├── index.js
├── lib
│ ├── OrbitControls.js
│ ├── THREEx
│ │ ├── FullScreen.js
│ │ ├── WindowResize.js
│ │ └── index.js
│ ├── dat.gui.min.js
│ └── stats.min.js
├── model
│ └── Coordinates.js
└── themes
├── dark.js
└── light.js
5 directories, 13 files
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Changelog
0.2.5
`browserify-shim` is no longer a dependency
0.2.4
`extend` is used to merge objects
0.2.3
`ambientConfig` renamed to `helpersConfig`
`Coordinates` now uses `THREE.Grid`
0.2.2
available as `t3-boilerplate` in npm
0.2.0
config.id replaced with config.selector in the configuration options of t3.run
0.1.3
PojoViz example embedded
Functions now have the form `function Name() {` to be analyzed with pojoviz
Fixed minor typos in the Readme file
0.1.2
Fixed some broken links [thanks to mscdex]
Additional instructions for development
Custom themes
0.1.1
Fixed some typos in the documentation
`t3.run` is now an alias for `t3.Application.run`
Acknowledgments
Special thanks to @mrdoob the author of three.js
Also this project wouldn't have been possible without the help from the following libraries:
Last but not least, thanks to Udacity and their awesome Interactive 3D graphics course, you should definitely check out their courses :)