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Learn Three.js - Fourth Edition

You're reading from   Learn Three.js - Fourth Edition Program 3D animations and visualizations for the web with JavaScript and WebGL

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Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Pages 554 pages
Edition 4th 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 (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

Creating a basic Three.js scene with Rapier

To get started, we created a very basic scene in which a cube drops down and hits a plane. You can see this example by looking at the physics-setup.html example:

Figure 12.1 – Simple Rapier physics

Figure 12.1 – Simple Rapier physics

When you open this example, you’ll see the cube slowly drop down, hit the corner of the gray horizontal plane, and bounce off it. We could have accomplished this without using a physics engine by updating the position and rotation of the cube and programming how it should react. This is, however, rather difficult to do since we need to know exactly when it hits, where it hits, and how the cube should spin away after the hit. With Rapier, we just have to configure the physical world, and Rapier will calculate exactly what happens to the objects in the scene.

Before we can configure our models to use the Rapier engine, we need to install Rapier in our project (we’ve already done this, so you don...

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