- Overview
- Transcript
1.2 What You Need
In this lesson, I’ll show you how to create a Three.js project boilerplate. We’ll set up a basic webpage, download the Three.js library, and reference it from the page.
Related Links
1.Getting Started2 lessons, 05:43
1.1What Is Three.js?01:48
1.2What You Need03:55
2.Three Dimensions in a Web Browser3 lessons, 20:02
2.13D Concepts03:11
2.2Lights, Camera, Render08:14
2.3Cubes08:37
3.Animation4 lessons, 22:38
3.1Spinning the Cube04:19
3.2Adding a Texture05:33
3.3Tweening04:39
3.4Rolling the Dice08:07
4.Summary1 lesson, 01:07
4.1Summary01:07
1.2 What You Need
Three.js is designed to work in your web browser. So to begin we'll need a webpage. Create a directory in your computer for your project, then create a bare bones HTML file called index.html. We'll need all the standard bits and bobs like so. Okay, we've got our HTML element, a head, a title, body. Looks good. Let's open the page in a browser and take a look. If we inspect using the browser's developer tools, you'll learn that by default there was an 8 pixel margin around the body element. Let's get rid of that so we have the whole browser window for our masterpiece. Back in our HTML just open a style tag. And inside specify the body element and give a margin of 0. And while we're at it, our 3D drawing will be rendered to the HTML canvas element. And by default this element is inline which means we'll end up with a scroll bar. Let's just change that to display block. Super. Let's just check that. Okay, great. Now we'll head over to threejs.org. So you may be tempted to hit the download button here which is fine but not actually what we're going to be using. This link here downloads a huge 150 megabyte ZIP file with codes, documentation, and examples. But all we want just now is the library, nothing else. So click the GitHub link, and in the readme you can see we can download the minified library. Save this to the root directory of your project. Now we'll add a little script tag to reference the downloaded library. Put this just before the closing body tag, so we know all the elements in the page are there before we do anything. So that's the library added, what about error code? Where is that going to go? Let's create a JavaScript file just for that. Let's create one in the same location three.js and call it main.js. Inside we'll just play a basic hello log message. We'll have to reference this file in our HTML. We want to have access to the three library so let's add another script tag underneath it, like so. If we save that then open the browser and then open the JavaScript console we should see our message. There it is, perfect. We're ready to start making something. Well, not quite actually. We need an empty DOM element so that three has somewhere to put the canvas element it creates. Just create an empty div and give it an id of container. Now we're really ready.