first commit

master
Michael Murtaugh 4 years ago
commit de695672b7

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npm init -y
Makes an empty [package.json](package.json) in this directory. When you install with npm install --save, the names of packages get added to "dependencies" in this file, so that later you can just "npm install" to reinstall all the dependencies (it's like pip + requirements.txt if that sounds familiar).
First install three js with npm, following <https://threejs.org/docs/#manual/en/introduction/Installation>
npm install --save three
**npm** will create an add the files to node_modules/ folder. Check it out:
ls node_modules
(nb you may sometimes see: **npm i** instead of npm install, it's the same)
Install the special orbitcontrols package, following <https://github.com/jameshsu1125/lesca-threejs-orbitcontrols>
npm install lesca-threejs-orbitcontrols --save
Use webpack to create a browser friendly "bundle", following [the webpack docs](https://webpack.js.org/).
npm install --save webpack webpack-cli
Note how installing webpack pulls in a bunch of other packages that it relies on (look in node_modules now!). The extra files don't matter though, when you make your "distributable" output it will only have stuff that your final code needs. You don't need to copy the node_modules folder (it's only used for development). Check out the [webpack config file](webpack.config.js). It's very close the example given on the [webpack page](https://webpack.js.org/#bundle-it).
Check out the [source file](src/hello.js). Then finally, use webpack to translate your src file (and it's dependencies) into an output "dist" (distributable) file:
npx webpack
NB: The command is **npx** and it means run the webpack program that's in the node_modules/bin.
By default webpack uses the webpack.config.js file to figure out what the "entry" point of the code is (src/hello.js), and where to put the output.
Look at hello.html (which uses dist/bundle.js).
**Each time you change src/hello.js you need to run npx webpack to rebundle/rebuild the output.**
Eventually you can set the mode option to "production" to make the output smaller (takes more time though to build it and debugging might be harder when there are bugs).
``
entry: './src/hello.js',
mode: 'production',
```
Also if you want to do it like other projects, you can add your "build command" to the package.json like this:
```
...
"main": "webpack.config.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1",
"build": "webpack"
},
...
}
```
Then you can:
npm run build

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src="dist/bundle.js"></script>
</body>
</html>

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import * as THREE from 'three';
// import { Scene, PerspectiveCamera } from 'three';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry(2, 2, 2);
var cubeMaterials = [
new THREE.MeshLambertMaterial ({color: 0x00ff00}), // right
new THREE.MeshLambertMaterial ({color: 0xff0000}), // left
new THREE.MeshLambertMaterial ({color: 0x0000ff}), // top
new THREE.MeshLambertMaterial ({color: 0xffff00}), // bottom
new THREE.MeshLambertMaterial ({color: 0xff00ff}), // front
new THREE.MeshLambertMaterial ({color: 0x00ffff}) // back
];
// const material = new THREE.MeshBasicMaterial( { color: 0x555555 } );
const material = new THREE.MeshFaceMaterial( cubeMaterials );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
const light = new THREE.AmbientLight( 0xFFFFFF, 0.1 ); // soft white light
scene.add( light );
camera.position.z = 5;
import { OrbitControls } from 'lesca-threejs-orbitcontrols';
// create function
const Orb = new OrbitControls(THREE);
// then create controls object
const controls = new Orb(camera, renderer.domElement);
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
controls.update();
}
animate();
// set angle to fixed polar,azimuthal
const p1 = { polar: 0, azimuth: 0};
const p2 = { polar: 0, azimuth: Math.PI/4};
const p3 = { polar: Math.PI/8, azimuth: Math.PI/4};
document.addEventListener("keydown", function (e) {
console.log("keydown", e);
if (e.key == "c") {
console.log("calling controls.setPolarAngle + setAzimuthalAngle");
controls.setPolarAngle(p1.polar);
controls.setAzimuthalAngle(p1.azimuth);
} else if (e.key == "d") {
console.log("calling controls.setPolarAngle + setAzimuthalAngle");
controls.setPolarAngle(p2.polar);
controls.setAzimuthalAngle(p2.azimuth);
} else if (e.key == "e") {
console.log("calling controls.setPolarAngle + setAzimuthalAngle");
controls.setPolarAngle(p3.polar);
controls.setAzimuthalAngle(p3.azimuth);
}
})

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const path = require('path');
module.exports = {
entry: './src/hello.js',
output: {
path: path.resolve(__dirname, 'dist'),
filename: 'bundle.js',
},
};
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