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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

You're reading from   Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition Create stunning 3D graphics in your browser using the Three.js JavaScript library

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Length 422 pages
Edition 1st Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (20) Chapters Close

Learning Three.js – the JavaScript 3D Library for WebGL Second Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Creating Your First 3D Scene with Three.js FREE CHAPTER 2. Basic Components That Make Up a Three.js Scene 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

Chapter 12. Adding Physics and Sounds to Your Scene

In this final chapter, we'll look at Physijs, another library you can use to extend the basic functionality of Three.js. Physijs is a library that allows you to introduce physics into your 3D scene. By physics, we mean that your objects are subject to gravity, they can collide with each other, can be moved by applying impulse, and can be constrained in their movement through hinges and sliders. This library internally makes use of another well-known physics engine called ammo.js. Besides physics, we'll also look at how Three.js can help you with adding spatial sounds to your scene.

In this chapter, we'll discuss the following topics:

  • Creating a Physijs scene where your objects are subject to gravity and can collide with each other

  • Showing how to change the friction and restitution (bounciness) of the objects in the scene

  • Explaining the various shapes supported by Physijs and how to use them

  • Showing how to create compound shapes by combining...

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