t3
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Create ThreeJS demos with little code
t3
t3 is a template to build three.js demos without dealing with the common set up process, this project is inspired by Jeromme's three.js boilerplate
Features
- Integration with dat.gui and Stats
- Micro scene handler for your multistaged demo :)
- Micro camera manager
- Themes for the default scene
- Fully integrated with
game-shell
Playground
Fork it and have fun!
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 file (t3.js
which can be loaded with the source map for debugging purposes) to your page,
t3 will be available through the global t3
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>t3</title>
<script src="path/to/bower_components/dist/t3.js"></script>
</head>
<!-- ... -->
</html>
var t3 = window.t3;
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 a css selector to an element to render the app into:
// examples/scripts/01.js
define(['t3'], function (t3) {
t3({ target: '#canvas' });
});
This basic "world" has:
- A default scene
- A default camera with OrbitControls
- A set of axes positioned at the center of the scene (Source)
- A gui control to see the info stored on
game-shell
(Source) - A gui control to hide/show helpers on the main scene (Source)
init, tick and render
The game loop is fully controlled by the awesome game-shell
, besides checking when the dom is ready to start
the application it also emits multiple events to notify when the game state needs to be updated it's not tied to the
rendering rate, t3 provides hooks to access the following stages (taken from game-shell
)
-
init
This event is fired once the document is loaded and it is safe to access the DOM
-
tick
Called each time the game state needs to be updated. This is not tied to rendering rate.
-
render ([frame_time])
Called when a frame is redrawn. The optional parameter frame_time is a floating point value between 0 and 1 which measures the fractional amount of frames since the last time the game was ticked. This can be used to create smoother sub-tick animations if desired.
When the init
event is fired t3
will create the following elements for you
- scenes: a pool of scenes
-
activeScene: the active scene accessible during any stage through
this.scenes['default']
- cameras: a pool of cameras
-
activeCamera: the active scene accessible during any stage through
this.cameras['default']
, t3 creates a perspective camera by default - renderer: a reference to an instance of THREE.WebGLRenderer
- datgui: a reference to an instance of dat.gui
- theme: the theme of the application
-
t3cache: the internal cache if
injectCache
is passed as a configuration option
NOTE: the game shell instance can be accessed through this.shell
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:
// examples/scripts/02.js
define(['t3'], function (t3) {
return t3({
target: '#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 points to this.scenes.default
this.activeScene.add(this.cube);
},
tick: function (delta) {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
Pause
We can pause the continuous calls to tick
by calling this.shell.paused = true
,
set it to false to unpause it, you can achieve the same with the gui helper
// examples/scripts/03.js
define(['t3'], function (t3) {
return t3({
target: '#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.add(this.cube);
},
tick: function () {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
Toggle paused state >
Code for the toggle example:
// instance is the value returned from calling `t3`
Disabling some objects in the default scene
There are 5 groups on the default scene:
- A set of axes (RGB = XYZ)
- Ground
- 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 helpersOptions
option
// examples/scripts/04.js
define(['t3'], function (t3) {
return t3({
target: '#canvas',
helperOptions: {
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.add(this.cube);
},
tick: function () {
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:
// examples/scripts/05.js
define(['t3'], function (t3) {
return t3({
target: '#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);
},
tick: function (delta) {
var me = this;
['cube', 'cylinder', 'sphere'].forEach(function (v) {
me[v].rotation.x += 0.01;
me[v].rotation.y += 0.01;
});
}
});
});
Change scene >
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:
// examples/scripts/06.js
define(['t3'], function (t3) {
return t3({
target: '#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')
// adds 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);
},
tick: function () {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
Change camera >
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:
// examples/scripts/07.js
define(['t3'], function (t3) {
return t3({
target: '#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);
},
tick: function () {
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
}
});
});
[Demo >](http://maurizzzio.github.io/t3/examples/?k=07)
[Source Code >](http://github.com/maurizzzio/t3/blob/master/examples/scripts/07.js)
Wanna roll your own? Just add an object to the object `t3.themes` and you're done!
```javascript
// examples/scripts/071.js
define(['t3'], function (t3) {
t3.themes.sandyStone = {
clearColor: 0xE6E2AF,
fogColor: 0xE6E2AF,
groundColor: 0xA7A37E
};
return t3({
target: '#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);
},
tick: function () {
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)
// examples/scripts/08.js
define(['t3'], function (t3) {
return t3({
target: '#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 object under this
// instance `__t3cache__`
this.activeScene
.add(cube)
// unique identifier = cube
.cache('cube');
// removal example
// this.activeScene
// .remove(cube)
// .cache();
},
tick: function () {
var cube = this.getFromCache('cube');
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
}
});
});
Development
After cloning the repo install the required node dependencies with:
npm install
Preview the landing page with:
gulp
Build the dist files with:
gulp build
Project structure
Generated by tree:
src
├── Application.js
├── index.js
├── lib
│ └── OrbitControls.js
├── model
│ └── Coordinates.js
└── themes
├── dark.js
├── index.js
└── light.js
5 directories, 13 files
Changelog
0.3.0
game loop runs on top of `game-shell`
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 `helpersOptions`
`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
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` 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 :)