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  17. <h1>Fundamentals</h1>
  18. </div>
  19. <div class="lesson">
  20. <div class="lesson-main">
  21. <p>This is the first article in a series of articles about three.js.
  22. <a href="https://threejs.org">Three.js</a> is a 3D library that tries to make
  23. it as easy as possible to get 3D content on a webpage.</p>
  24. <p>Three.js is often confused with WebGL since more often than
  25. not, but not always, three.js uses WebGL to draw 3D.
  26. <a href="https://webglfundamentals.org">WebGL is a very low-level system that only draws points, lines, and triangles</a>.
  27. To do anything useful with WebGL generally requires quite a bit of
  28. code and that is where three.js comes in. It handles stuff
  29. like scenes, lights, shadows, materials, textures, 3d math, all things that you'd
  30. have to write yourself if you were to use WebGL directly.</p>
  31. <p>These tutorials assume you already know JavaScript and, for the
  32. most part they will use ES6 style. <a href="prerequisites.html">See here for a
  33. terse list of things you're expected to already know</a>.
  34. Most browsers that support three.js are auto-updated so most users should
  35. be able to run this code. If you'd like to make this code run
  36. on really old browsers look into a transpiler like <a href="https://babeljs.io">Babel</a>.
  37. Of course users running really old browsers probably have machines
  38. that can't run three.js.</p>
  39. <p>When learning most programming languages the first thing people
  40. do is make the computer print <code class="notranslate" translate="no">"Hello World!"</code>. For 3D one
  41. of the most common first things to do is to make a 3D cube.
  42. So let's start with "Hello Cube!"</p>
  43. <p>Before we get started let's try to give you an idea of the structure
  44. of a three.js app. A three.js app requires you to create a bunch of
  45. objects and connect them together. Here's a diagram that represents
  46. a small three.js app</p>
  47. <div class="threejs_center"><img src="../resources/images/threejs-structure.svg" style="width: 768px;"></div>
  48. <p>Things to notice about the diagram above.</p>
  49. <ul>
  50. <li><p>There is a <a href="/docs/#api/en/constants/Renderer"><code class="notranslate" translate="no">Renderer</code></a>. This is arguably the main object of three.js. You pass a
  51. <a href="/docs/#api/en/scenes/Scene"><code class="notranslate" translate="no">Scene</code></a> and a <a href="/docs/#api/en/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a> to a <a href="/docs/#api/en/constants/Renderer"><code class="notranslate" translate="no">Renderer</code></a> and it renders (draws) the portion of
  52. the 3D scene that is inside the <em>frustum</em> of the camera as a 2D image to a
  53. canvas.</p>
  54. </li>
  55. <li><p>There is a <a href="scenegraph.html">scenegraph</a> which is a tree like
  56. structure, consisting of various objects like a <a href="/docs/#api/en/scenes/Scene"><code class="notranslate" translate="no">Scene</code></a> object, multiple
  57. <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> objects, <a href="/docs/#api/en/lights/Light"><code class="notranslate" translate="no">Light</code></a> objects, <a href="/docs/#api/en/objects/Group"><code class="notranslate" translate="no">Group</code></a>, <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>, and <a href="/docs/#api/en/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a> objects. A
  58. <a href="/docs/#api/en/scenes/Scene"><code class="notranslate" translate="no">Scene</code></a> object defines the root of the scenegraph and contains properties like
  59. the background color and fog. These objects define a hierarchical parent/child
  60. tree like structure and represent where objects appear and how they are
  61. oriented. Children are positioned and oriented relative to their parent. For
  62. example the wheels on a car might be children of the car so that moving and
  63. orienting the car's object automatically moves the wheels. You can read more
  64. about this in <a href="scenegraph.html">the article on scenegraphs</a>.</p>
  65. <p>Note in the diagram <a href="/docs/#api/en/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a> is half in half out of the scenegraph. This is to
  66. represent that in three.js, unlike the other objects, a <a href="/docs/#api/en/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a> does not have
  67. to be in the scenegraph to function. Just like other objects, a <a href="/docs/#api/en/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a>, as a
  68. child of some other object, will move and orient relative to its parent object.
  69. There is an example of putting multiple <a href="/docs/#api/en/cameras/Camera"><code class="notranslate" translate="no">Camera</code></a> objects in a scenegraph at
  70. the end of <a href="scenegraph.html">the article on scenegraphs</a>.</p>
  71. </li>
  72. <li><p><a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> objects represent drawing a specific <code class="notranslate" translate="no">Geometry</code> with a specific
  73. <a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a>. Both <a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a> objects and <code class="notranslate" translate="no">Geometry</code> objects can be used by
  74. multiple <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> objects. For example to draw two blue cubes in different
  75. locations we could need two <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> objects to represent the position and
  76. orientation of each cube. We would only need one <code class="notranslate" translate="no">Geometry</code> to hold the vertex
  77. data for a cube and we would only need one <a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a> to specify the color
  78. blue. Both <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> objects could reference the same <code class="notranslate" translate="no">Geometry</code> object and the
  79. same <a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a> object.</p>
  80. </li>
  81. <li><p><code class="notranslate" translate="no">Geometry</code> objects represent the vertex data of some piece of geometry like
  82. a sphere, cube, plane, dog, cat, human, tree, building, etc...
  83. Three.js provides many kinds of built in
  84. <a href="primitives.html">geometry primitives</a>. You can also
  85. <a href="custom-buffergeometry.html">create custom geometry</a> as well as
  86. <a href="load-obj.html">load geometry from files</a>.</p>
  87. </li>
  88. <li><p><a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a> objects represent
  89. <a href="materials.html">the surface properties used to draw geometry</a>
  90. including things like the color to use and how shiny it is. A <a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a> can also
  91. reference one or more <a href="/docs/#api/en/textures/Texture"><code class="notranslate" translate="no">Texture</code></a> objects which can be used, for example,
  92. to wrap an image onto the surface of a geometry.</p>
  93. </li>
  94. <li><p><a href="/docs/#api/en/textures/Texture"><code class="notranslate" translate="no">Texture</code></a> objects generally represent images either <a href="textures.html">loaded from image files</a>,
  95. <a href="canvas-textures.html">generated from a canvas</a> or <a href="rendertargets.html">rendered from another scene</a>.</p>
  96. </li>
  97. <li><p><a href="/docs/#api/en/lights/Light"><code class="notranslate" translate="no">Light</code></a> objects represent <a href="lights.html">different kinds of lights</a>.</p>
  98. </li>
  99. </ul>
  100. <p>Given all of that we're going to make the smallest <em>"Hello Cube"</em> setup
  101. that looks like this</p>
  102. <div class="threejs_center"><img src="../resources/images/threejs-1cube-no-light-scene.svg" style="width: 500px;"></div>
  103. <p>First let's load three.js</p>
  104. <pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;script type="module"&gt;
  105. import * as THREE from '../../build/three.module.js';
  106. &lt;/script&gt;
  107. </pre>
  108. <p>It's important you put <code class="notranslate" translate="no">type="module"</code> in the script tag. This enables
  109. us to use the <code class="notranslate" translate="no">import</code> keyword to load three.js. There are other ways
  110. to load three.js but as of r106 using modules is the recommended way.
  111. Modules have the advantage that they can easily import other modules
  112. they need. That saves us from having to manually load extra scripts
  113. they are dependent on.</p>
  114. <p>Next we need is a <code class="notranslate" translate="no">&lt;canvas&gt;</code> tag so...</p>
  115. <pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;body&gt;
  116. &lt;canvas id="c"&gt;&lt;/canvas&gt;
  117. &lt;/body&gt;
  118. </pre>
  119. <p>We will ask three.js to draw into that canvas so we need to look it up.</p>
  120. <pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;script type="module"&gt;
  121. import * as THREE from '../../build/three.module.js';
  122. +function main() {
  123. + const canvas = document.querySelector('#c');
  124. + const renderer = new THREE.WebGLRenderer({canvas});
  125. + ...
  126. &lt;/script&gt;
  127. </pre>
  128. <p>After we look up the canvas we create a <a href="/docs/#api/en/renderers/WebGLRenderer"><code class="notranslate" translate="no">WebGLRenderer</code></a>. The renderer
  129. is the thing responsible for actually taking all the data you provide
  130. and rendering it to the canvas. In the past there have been other renderers
  131. like <code class="notranslate" translate="no">CSSRenderer</code>, a <code class="notranslate" translate="no">CanvasRenderer</code> and in the future there may be a
  132. <code class="notranslate" translate="no">WebGL2Renderer</code> or <code class="notranslate" translate="no">WebGPURenderer</code>. For now there's the <a href="/docs/#api/en/renderers/WebGLRenderer"><code class="notranslate" translate="no">WebGLRenderer</code></a>
  133. that uses WebGL to render 3D to the canvas.</p>
  134. <p>Note there are some esoteric details here. If you don't pass a canvas
  135. into three.js it will create one for you but then you have to add it
  136. to your document. Where to add it may change depending on your use case
  137. and you'll have to change your code so I find that passing a canvas
  138. to three.js feels a little more flexible. I can put the canvas anywhere
  139. and the code will find it whereas if I had code to insert the canvas
  140. into to the document I'd likely have to change that code if my use case
  141. changed.</p>
  142. <p>Next up we need a camera. We'll create a <a href="/docs/#api/en/cameras/PerspectiveCamera"><code class="notranslate" translate="no">PerspectiveCamera</code></a>.</p>
  143. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 75;
  144. const aspect = 2; // the canvas default
  145. const near = 0.1;
  146. const far = 5;
  147. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  148. </pre>
  149. <p><code class="notranslate" translate="no">fov</code> is short for <code class="notranslate" translate="no">field of view</code>. In this case 75 degrees in the vertical
  150. dimension. Note that most angles in three.js are in radians but for some
  151. reason the perspective camera takes degrees.</p>
  152. <p><code class="notranslate" translate="no">aspect</code> is the display aspect of the canvas. We'll go over the details
  153. <a href="responsive.html">in another article</a> but by default a canvas is
  154. 300x150 pixels which makes the aspect 300/150 or 2.</p>
  155. <p><code class="notranslate" translate="no">near</code> and <code class="notranslate" translate="no">far</code> represent the space in front of the camera
  156. that will be rendered. Anything before that range or after that range
  157. will be clipped (not drawn).</p>
  158. <p>Those four settings define a <em>"frustum"</em>. A <em>frustum</em> is the name of
  159. a 3d shape that is like a pyramid with the tip sliced off. In other
  160. words think of the word "frustum" as another 3D shape like sphere,
  161. cube, prism, frustum.</p>
  162. <p><img src="../resources/frustum-3d.svg" width="500" class="threejs_center"></p>
  163. <p>The height of the near and far planes are determined by the field of view.
  164. The width of both planes is determined by the field of view and the aspect.</p>
  165. <p>Anything inside the defined frustum will be be drawn. Anything outside
  166. will not.</p>
  167. <p>The camera defaults to looking down the -Z axis with +Y up. We'll put our cube
  168. at the origin so we need to move the camera back a little from the origin
  169. in order to see anything.</p>
  170. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">camera.position.z = 2;
  171. </pre>
  172. <p>Here's what we're aiming for.</p>
  173. <p><img src="../resources/scene-down.svg" width="500" class="threejs_center"></p>
  174. <p>In the diagram above we can see our camera is at <code class="notranslate" translate="no">z = 2</code>. It's looking
  175. down the -Z axis. Our frustum starts 0.1 units from the front of the camera
  176. and goes to 5 units in front of the camera. Because in this diagram we are looking down,
  177. the field of view is affected by the aspect. Our canvas is twice as wide
  178. as it is tall so across the canvas the field of view will be much wider than
  179. our specified 75 degrees which is the vertical field of view.</p>
  180. <p>Next we make a <a href="/docs/#api/en/scenes/Scene"><code class="notranslate" translate="no">Scene</code></a>. A <a href="/docs/#api/en/scenes/Scene"><code class="notranslate" translate="no">Scene</code></a> in three.js is the root of a form of scene graph.
  181. Anything you want three.js to draw needs to be added to the scene. We'll
  182. cover more details of <a href="scenegraph.html">how scenes work in a future article</a>.</p>
  183. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
  184. </pre>
  185. <p>Next up we create a <a href="/docs/#api/en/geometries/BoxGeometry"><code class="notranslate" translate="no">BoxGeometry</code></a> which contains the data for a box.
  186. Almost anything we want to display in Three.js needs geometry which defines
  187. the vertices that make up our 3D object.</p>
  188. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const boxWidth = 1;
  189. const boxHeight = 1;
  190. const boxDepth = 1;
  191. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  192. </pre>
  193. <p>We then create a basic material and set its color. Colors can
  194. be specified using standard CSS style 6 digit hex color values.</p>
  195. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const material = new THREE.MeshBasicMaterial({color: 0x44aa88});
  196. </pre>
  197. <p>We then create a <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a>. A <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> in three represents the combination
  198. of a three things</p>
  199. <ol>
  200. <li>A <code class="notranslate" translate="no">Geometry</code> (the shape of the object)</li>
  201. <li>A <a href="/docs/#api/en/materials/Material"><code class="notranslate" translate="no">Material</code></a> (how to draw the object, shiny or flat, what color, what texture(s) to apply. Etc.)</li>
  202. <li>The position, orientation, and scale of that object in the scene relative to its parent. In the code below that parent is the scene.</li>
  203. </ol>
  204. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cube = new THREE.Mesh(geometry, material);
  205. </pre>
  206. <p>And finally we add that mesh to the scene</p>
  207. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">scene.add(cube);
  208. </pre>
  209. <p>We can then render the scene by calling the renderer's render function
  210. and passing it the scene and the camera</p>
  211. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">renderer.render(scene, camera);
  212. </pre>
  213. <p>Here's a working example</p>
  214. <p></p><div translate="no" class="threejs_example_container notranslate">
  215. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/fundamentals.html"></iframe></div>
  216. <a class="threejs_center" href="/manual/examples/fundamentals.html" target="_blank">click here to open in a separate window</a>
  217. </div>
  218. <p></p>
  219. <p>It's kind of hard to tell that is a 3D cube since we're viewing
  220. it directly down the -Z axis and the cube itself is axis aligned
  221. so we're only seeing a single face.</p>
  222. <p>Let's animate it spinning and hopefully that will make
  223. it clear it's being drawn in 3D. To animate it we'll render inside a render loop using
  224. <a href="https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame"><code class="notranslate" translate="no">requestAnimationFrame</code></a>.</p>
  225. <p>Here's our loop</p>
  226. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  227. time *= 0.001; // convert time to seconds
  228. cube.rotation.x = time;
  229. cube.rotation.y = time;
  230. renderer.render(scene, camera);
  231. requestAnimationFrame(render);
  232. }
  233. requestAnimationFrame(render);
  234. </pre>
  235. <p><code class="notranslate" translate="no">requestAnimationFrame</code> is a request to the browser that you want to animate something.
  236. You pass it a function to be called. In our case that function is <code class="notranslate" translate="no">render</code>. The browser
  237. will call your function and if you update anything related to the display of the
  238. page the browser will re-render the page. In our case we are calling three's
  239. <code class="notranslate" translate="no">renderer.render</code> function which will draw our scene.</p>
  240. <p><code class="notranslate" translate="no">requestAnimationFrame</code> passes the time since the page loaded to
  241. our function. That time is passed in milliseconds. I find it's much
  242. easier to work with seconds so here we're converting that to seconds.</p>
  243. <p>We then set the cube's X and Y rotation to the current time. These rotations
  244. are in <a href="https://en.wikipedia.org/wiki/Radian">radians</a>. There are 2 pi radians
  245. in a circle so our cube should turn around once on each axis in about 6.28
  246. seconds.</p>
  247. <p>We then render the scene and request another animation frame to continue
  248. our loop.</p>
  249. <p>Outside the loop we call <code class="notranslate" translate="no">requestAnimationFrame</code> one time to start the loop.</p>
  250. <p></p><div translate="no" class="threejs_example_container notranslate">
  251. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/fundamentals-with-animation.html"></iframe></div>
  252. <a class="threejs_center" href="/manual/examples/fundamentals-with-animation.html" target="_blank">click here to open in a separate window</a>
  253. </div>
  254. <p></p>
  255. <p>It's a little better but it's still hard to see the 3d. What would help is to
  256. add some lighting so let's add a light. There are many kinds of lights in
  257. three.js which we'll go over in <a href="lights.html">a future article</a>. For now let's create a directional light.</p>
  258. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  259. const color = 0xFFFFFF;
  260. const intensity = 1;
  261. const light = new THREE.DirectionalLight(color, intensity);
  262. light.position.set(-1, 2, 4);
  263. scene.add(light);
  264. }
  265. </pre>
  266. <p>Directional lights have a position and a target. Both default to 0, 0, 0. In our
  267. case we're setting the light's position to -1, 2, 4 so it's slightly on the left,
  268. above, and behind our camera. The target is still 0, 0, 0 so it will shine
  269. toward the origin.</p>
  270. <p>We also need to change the material. The <a href="/docs/#api/en/materials/MeshBasicMaterial"><code class="notranslate" translate="no">MeshBasicMaterial</code></a> is not affected by
  271. lights. Let's change it to a <a href="/docs/#api/en/materials/MeshPhongMaterial"><code class="notranslate" translate="no">MeshPhongMaterial</code></a> which is affected by lights.</p>
  272. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-const material = new THREE.MeshBasicMaterial({color: 0x44aa88}); // greenish blue
  273. +const material = new THREE.MeshPhongMaterial({color: 0x44aa88}); // greenish blue
  274. </pre>
  275. <p>Here is our new program structure</p>
  276. <div class="threejs_center"><img src="../resources/images/threejs-1cube-with-directionallight.svg" style="width: 500px;"></div>
  277. <p>And here it is working.</p>
  278. <p></p><div translate="no" class="threejs_example_container notranslate">
  279. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/fundamentals-with-light.html"></iframe></div>
  280. <a class="threejs_center" href="/manual/examples/fundamentals-with-light.html" target="_blank">click here to open in a separate window</a>
  281. </div>
  282. <p></p>
  283. <p>It should now be pretty clearly 3D.</p>
  284. <p>Just for the fun of it let's add 2 more cubes.</p>
  285. <p>We'll use the same geometry for each cube but make a different
  286. material so each cube can be a different color.</p>
  287. <p>First we'll make a function that creates a new material
  288. with the specified color. Then it creates a mesh using
  289. the specified geometry and adds it to the scene and
  290. sets its X position.</p>
  291. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, x) {
  292. const material = new THREE.MeshPhongMaterial({color});
  293. const cube = new THREE.Mesh(geometry, material);
  294. scene.add(cube);
  295. cube.position.x = x;
  296. return cube;
  297. }
  298. </pre>
  299. <p>Then we'll call it 3 times with 3 different colors and X positions
  300. saving the <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> instances in an array.</p>
  301. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const cubes = [
  302. makeInstance(geometry, 0x44aa88, 0),
  303. makeInstance(geometry, 0x8844aa, -2),
  304. makeInstance(geometry, 0xaa8844, 2),
  305. ];
  306. </pre>
  307. <p>Finally we'll spin all 3 cubes in our render function. We
  308. compute a slightly different rotation for each one.</p>
  309. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  310. time *= 0.001; // convert time to seconds
  311. cubes.forEach((cube, ndx) =&gt; {
  312. const speed = 1 + ndx * .1;
  313. const rot = time * speed;
  314. cube.rotation.x = rot;
  315. cube.rotation.y = rot;
  316. });
  317. ...
  318. </pre>
  319. <p>and here's that.</p>
  320. <p></p><div translate="no" class="threejs_example_container notranslate">
  321. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/fundamentals-3-cubes.html"></iframe></div>
  322. <a class="threejs_center" href="/manual/examples/fundamentals-3-cubes.html" target="_blank">click here to open in a separate window</a>
  323. </div>
  324. <p></p>
  325. <p>If you compare it to the top down diagram above you can see
  326. it matches our expectations. With cubes at X = -2 and X = +2
  327. they are partially outside our frustum. They are also
  328. somewhat exaggeratedly warped since the field of view
  329. across the canvas is so extreme.</p>
  330. <p>Our program now has this structure</p>
  331. <div class="threejs_center"><img src="../resources/images/threejs-3cubes-scene.svg" style="width: 610px;"></div>
  332. <p>As you can see we have 3 <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> objects each referencing the same <a href="/docs/#api/en/geometries/BoxGeometry"><code class="notranslate" translate="no">BoxGeometry</code></a>.
  333. Each <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> references a unique <a href="/docs/#api/en/materials/MeshPhongMaterial"><code class="notranslate" translate="no">MeshPhongMaterial</code></a> so that each cube can have
  334. a different color.</p>
  335. <p>I hope this short intro helps to get things started. <a href="responsive.html">Next up we'll cover
  336. making our code responsive so it is adaptable to multiple situations</a>.</p>
  337. <div id="es6" class="threejs_bottombar">
  338. <h3>es6 modules, three.js, and folder structure</h3>
  339. <p>As of version r106 the preferred way to use three.js is via <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/import">es6 modules</a>.</p>
  340. <p>
  341. es6 modules can be loaded via the <code class="notranslate" translate="no">import</code> keyword in a script
  342. or inline via a <code class="notranslate" translate="no">&lt;script type="module"&gt;</code> tag. Here's an example of
  343. both
  344. </p>
  345. <pre class="prettyprint">&lt;script type="module"&gt;
  346. import * as THREE from '../../build/three.module.js';
  347. ...
  348. &lt;/script&gt;
  349. </pre>
  350. <p>
  351. Paths must be absolute or relative. Relative paths always start with <code class="notranslate" translate="no">./</code> or <code class="notranslate" translate="no">../</code>
  352. which is different than other tags like <code class="notranslate" translate="no">&lt;img&gt;</code> and <code class="notranslate" translate="no">&lt;a&gt;</code>.
  353. </p>
  354. <p>
  355. References to the same script will only be loaded once as long as their absolute paths
  356. are exactly the same. For three.js this means it's required that you put all the examples
  357. libraries in the correct folder structure
  358. </p>
  359. <pre class="dos">someFolder
  360. |
  361. ├-build
  362. | |
  363. | +-three.module.js
  364. |
  365. +-examples
  366. |
  367. +-jsm
  368. |
  369. +-controls
  370. | |
  371. | +-OrbitControls.js
  372. | +-TrackballControls.js
  373. | +-...
  374. |
  375. +-loaders
  376. | |
  377. | +-GLTFLoader.js
  378. | +-...
  379. |
  380. ...
  381. </pre>
  382. <p>
  383. The reason this folder structure is required is because the scripts in the
  384. examples like <a href="https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/OrbitControls.js"><code class="notranslate" translate="no">OrbitControls.js</code></a>
  385. have hard coded relative paths like
  386. </p>
  387. <pre class="prettyprint">import * as THREE from '../../../build/three.module.js';
  388. </pre>
  389. <p>
  390. Using the same structure assures then when you import both three and one of the example
  391. libraries they'll both reference the same <code class="notranslate" translate="no">three.module.js</code> file.
  392. </p>
  393. <pre class="prettyprint">import * as THREE from './someFolder/build/three.module.js';
  394. import {OrbitControls} from './someFolder/examples/jsm/controls/OrbitControls.js';
  395. </pre>
  396. <p>This includes when using a CDN. Be sure your path to <code class="notranslate" translate="no">three.module.js</code> ends with
  397. <code class="notranslate" translate="no">/build/three.modules.js</code>. For example</p>
  398. <pre class="prettyprint">import * as THREE from 'https://unpkg.com/[email protected]<b>/build/three.module.js</b>';
  399. import {OrbitControls} from 'https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls.js';
  400. </pre>
  401. </div>
  402. <!-- needed in English only to prevent warning from outdated translations -->
  403. <p><a href="geometry.html"></a>
  404. <a href="Geometry"></a></p>
  405. </div>
  406. </div>
  407. </div>
  408. <script src="/manual/resources/prettify.js"></script>
  409. <script src="/manual/resources/lesson.js"></script>
  410. </body></html>