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Geometries

Video Lecture

Geometries Geometries Geometries Geometries

Description

Three.js has many classes for creating common geometries.

Warning

Three r125 contained a major breaking change from previous versions. The class THREE.Geometry is no longer part of the core but moved to jsm/deprecated/Geometry.js and renamed to simply Geometry. It is available as an ES6 module and not as a global script so you need to import it separately if you want to use it.

All sample code throughout this course documentation is being currently updated to support this change.

If there is anything blocking you then ask a support question using the course communications tools.

To use the latest version of Threejs,

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npm install three@latest

To use a specific version of Threejs, eg, r124

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npm install three@0.124

Most of the above geometries have a BufferGeometry equivalent constructors. Whether you use the BufferGeometry equivalent constructor is up to you. They are created as buffer geometries behind the scenes anyway. A BufferGeometry is a more efficient way of representing meshes, line, and point geometries since the data is stored in single arrays rather than arrays of Vector3 objects. This means that it is harder to quickly read from a human perspective, but it is faster, in the majority of cases, from the computers perspective.

Final Scripts

./dist/client/index.html

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<!DOCTYPE html>
<html>

<head>
    <title>Three.js TypeScript Tutorials by Sean Bradley</title>
    <style>
        body {
            overflow: hidden;
            margin: 0px;
        }
        #debug1 {
            position: absolute;
            left: 0px;
            top: 50px;
            border: 1px solid red;
            width: 170px;
            height: 400px;
            color: white;
            pointer-events: none;
        }
    </style>
</head>

<body>
    <div id="debug1"></div>
    <script type="module" src="client.js"></script>
</body>

</html>

./src/client/client.ts

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// If using Relative Import References
import * as THREE from '/build/three.module.js'
import { OrbitControls } from '/jsm/controls/OrbitControls'
import Stats from '/jsm/libs/stats.module'
import { GUI } from '/jsm/libs/dat.gui.module'

// If using Module Specifiers
//import * as THREE from 'three'
//import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
//import Stats from 'three/examples/jsm/libs/stats.module'
//import { GUI } from 'three/examples/jsm/libs/dat.gui.module'

const scene: THREE.Scene = new THREE.Scene()
const axesHelper = new THREE.AxesHelper(5)
scene.add(axesHelper)

const camera: THREE.PerspectiveCamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)

const renderer: THREE.WebGLRenderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
//controls.addEventListener('change', render)

const boxGeometry: THREE.BoxGeometry = new THREE.BoxGeometry()
const sphereGeometry: THREE.SphereGeometry = new THREE.SphereGeometry()
const icosahedronGeometry: THREE.IcosahedronGeometry = new THREE.IcosahedronGeometry()

//console.dir(geometry)
const material: THREE.MeshBasicMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true })

const cube: THREE.Mesh = new THREE.Mesh(boxGeometry, material)
cube.position.x = 5
scene.add(cube)

const sphere: THREE.Mesh = new THREE.Mesh(sphereGeometry, material)
sphere.position.x = -5
scene.add(sphere)

const icosahedron: THREE.Mesh = new THREE.Mesh(icosahedronGeometry, material)
scene.add(icosahedron)

camera.position.z = 5

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
    render()
}

const stats = Stats()
document.body.appendChild(stats.dom)

const gui = new GUI()
const cubeFolder = gui.addFolder("Cube")
const cubeRotationFolder = cubeFolder.addFolder("Rotation")
cubeRotationFolder.add(cube.rotation, "x", 0, Math.PI * 2, 0.01)
cubeRotationFolder.add(cube.rotation, "y", 0, Math.PI * 2, 0.01)
cubeRotationFolder.add(cube.rotation, "z", 0, Math.PI * 2, 0.01)
const cubePositionFolder = cubeFolder.addFolder("Position")
cubePositionFolder.add(cube.position, "x", -10, 10)
cubePositionFolder.add(cube.position, "y", -10, 10)
cubePositionFolder.add(cube.position, "z", -10, 10)
const cubeScaleFolder = cubeFolder.addFolder("Scale")
cubeScaleFolder.add(cube.scale, "x", -5, 5, 0.1).onFinishChange(()=> console.dir(cube.geometry))
cubeScaleFolder.add(cube.scale, "y", -5, 5, 0.1)
cubeScaleFolder.add(cube.scale, "z", -5, 5, 0.1)
cubeFolder.add(cube, "visible", true)
cubeFolder.open()

var cubeData = {
    width: 1,
    height: 1,
    depth: 1,
    widthSegments: 1,
    heightSegments: 1,
    depthSegments: 1
};
const cubePropertiesFolder = cubeFolder.addFolder("Properties")
cubePropertiesFolder.add(cubeData, 'width', 1, 30).onChange(regenerateBoxGeometry).onFinishChange(()=> console.dir(cube.geometry))
cubePropertiesFolder.add(cubeData, 'height', 1, 30).onChange(regenerateBoxGeometry);
cubePropertiesFolder.add(cubeData, 'depth', 1, 30).onChange(regenerateBoxGeometry);
cubePropertiesFolder.add(cubeData, 'widthSegments', 1, 30).onChange(regenerateBoxGeometry);
cubePropertiesFolder.add(cubeData, 'heightSegments', 1, 30).onChange(regenerateBoxGeometry);
cubePropertiesFolder.add(cubeData, 'depthSegments', 1, 30).onChange(regenerateBoxGeometry);

function regenerateBoxGeometry() {
    let newGeometry = new THREE.BoxGeometry(
        cubeData.width, cubeData.height, cubeData.depth, cubeData.widthSegments, cubeData.heightSegments, cubeData.depthSegments
    )
    cube.geometry.dispose()
    cube.geometry = newGeometry
}

var sphereData = {
    radius: 1,
    widthSegments: 8,
    heightSegments: 6,
    phiStart: 0,
    phiLength: Math.PI * 2,
    thetaStart: 0,
    thetaLength: Math.PI
};
const sphereFolder = gui.addFolder("Sphere")
const spherePropertiesFolder = sphereFolder.addFolder("Properties")
spherePropertiesFolder.add(sphereData, 'radius', .1, 30).onChange(regenerateSphereGeometry);
spherePropertiesFolder.add(sphereData, 'widthSegments', 1, 32).onChange(regenerateSphereGeometry);
spherePropertiesFolder.add(sphereData, 'heightSegments', 1, 16).onChange(regenerateSphereGeometry);
spherePropertiesFolder.add(sphereData, 'phiStart', 0, Math.PI * 2).onChange(regenerateSphereGeometry);
spherePropertiesFolder.add(sphereData, 'phiLength', 0, Math.PI * 2).onChange(regenerateSphereGeometry);
spherePropertiesFolder.add(sphereData, 'thetaStart', 0, Math.PI).onChange(regenerateSphereGeometry);
spherePropertiesFolder.add(sphereData, 'thetaLength', 0, Math.PI).onChange(regenerateSphereGeometry);

function regenerateSphereGeometry() {
    let newGeometry = new THREE.SphereGeometry(
        sphereData.radius, sphereData.widthSegments, sphereData.heightSegments, sphereData.phiStart, sphereData.phiLength, sphereData.thetaStart, sphereData.thetaLength
    )
    sphere.geometry.dispose()
    sphere.geometry = newGeometry
}

var icosahedronData = {
    radius: 1,
    detail: 0
};
const icosahedronFolder = gui.addFolder("Icosahedron")
const icosahedronPropertiesFolder = icosahedronFolder.addFolder("Properties")
icosahedronPropertiesFolder.add(icosahedronData, 'radius', .1, 10).onChange(regenerateIcosahedronGeometry);
icosahedronPropertiesFolder.add(icosahedronData, 'detail', 0, 5).step(1).onChange(regenerateIcosahedronGeometry);

function regenerateIcosahedronGeometry() {
    let newGeometry = new THREE.IcosahedronGeometry(
        icosahedronData.radius, icosahedronData.detail
    )
    icosahedron.geometry.dispose()
    icosahedron.geometry = newGeometry
}


var animate = function () {
    requestAnimationFrame(animate)

    //cube.rotation.x += 0.01;
    //cube.rotation.y += 0.01;

    render();

    (document.getElementById("debug1") as HTMLDivElement).innerText = "Matrix\n" + cube.matrix.elements.toString().replace(/,/g, "\n",)

    stats.update()
};

function render() {
    renderer.render(scene, camera)
}
//render()
animate();