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درصورت عدم همخوانی توضیحات با کتاب
از ساعت 7 صبح تا 10 شب
ویرایش: 3
نویسندگان: Jos Dirksen
سری:
ISBN (شابک) : 9781788835978, 1788835972
ناشر: Packt
سال نشر: 2018
تعداد صفحات: 517
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 161 مگابایت
در صورت تبدیل فایل کتاب Learning Three.js : programming 3D animations and visualizations for the web with HTML5 and WebGL به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب Learning Three.js: برنامه نویسی انیمیشن های سه بعدی و تجسم برای وب با HTML5 و WebGL نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Title Page Cover Copyright and Credits PacktPub.com Contributors Table of Contents Preface Chapter 1: Creating Your First 3D Scene with Three.js Requirements for using Three.js Getting the source code Using Git to clone the repository Downloading and extracting the archive Testing the examples Python-based web servers should work on most Unix/macOS systems Npm-based web server if you\'ve worked with Node.js Portable version Mongoose for macOS and/or Windows Running from the filesystem by disabling security exceptions in Firefox and Chrome Creating the HTML skeleton Rendering and viewing a 3D object Adding materials, lights, and shadows Expanding your first scene with animations Introducing requestAnimationFrame Animating the cube Bouncing the ball Using dat.GUI to make experimenting easier Automatically resize the output when the browser size changes Summary Chapter 2: The Basic Components that Make Up a Three.js Application Creating a scene The basic functionality of a scene Adding fog to the scene Using the overrideMaterial property Geometries and meshes The properties and functions of a geometry Functions and attributes for meshes Different cameras for different uses Orthographic camera versus perspective camera Looking at specific points Summary Chapter 3: Working with Light Sources in Three.js The different kinds of lighting provided by Three.js Basic lights THREE.AmbientLight Using the THREE.Color object THREE.SpotLight THREE.PointLight THREE.DirectionalLight Special lights THREE.HemisphereLight THREE.AreaLight Lens flare Summary Chapter 4: Working with Three.js Materials Understanding common material properties Basic properties Blending properties Advanced properties Starting with a simple mesh THREE.MeshBasicMaterial THREE.MeshDepthMaterial Combining materials THREE.MeshNormalMaterial Multiple materials for a single mesh Advanced materials THREE.MeshLambertMaterial THREE.MeshPhongMaterial THREE.MeshStandardMaterial THREE.MeshPhysicalMaterial Creating your own shaders with THREE.ShaderMaterial Materials you can use for a line geometry THREE.LineBasicMaterial THREE.LineDashedMaterial Summary Chapter 5: Learning to Work with Geometries The basic geometries provided by Three.js 2D geometries THREE.PlaneGeometry THREE.CircleGeometry THREE.RingGeometry THREE.ShapeGeometry 3D geometries THREE.BoxGeometry THREE.SphereGeometry THREE.CylinderGeometry THREE.ConeGeometry THREE.TorusGeometry THREE.TorusKnotGeometry THREE.PolyhedronGeometry THREE.IcosahedronGeometry THREE.TetrahedronGeometry THREE.OctahedronGeometry THREE.DodecahedronGeometry Summary Chapter 6: Advanced Geometries and Binary Operations THREE.ConvexGeometry THREE.LatheGeometry Creating a geometry by extruding THREE.ExtrudeGeometry THREE.TubeGeometry Extruding from SVG THREE.ParametricGeometry Creating 3D text Rendering text Adding custom fonts Using binary operations to combine meshes The subtract function The intersect function The union function Summary Chapter 7: Points and Sprites Understanding points THREE.Points and THREE.PointsMaterial Styling particles with the HTML5 canvas Using HTML5 canvas with THREE.CanvasRenderer Using HTML5 canvas with WebGLRenderer Using textures to style particles Working with sprite maps Creating THREE.Points from an advanced geometry Summary Chapter 8: Creating and Loading Advanced Meshes and Geometries Geometry grouping and merging Grouping objects together Merging multiple meshes into a single mesh Loading geometries from external resources Saving and loading in Three.js JSON format Saving and loading THREE.Mesh Saving and loading a scene Working with Blender Installing the Three.js exporter in Blender Loading and exporting a model from Blender Importing from 3D file formats The OBJ and MTL formats Loading a COLLADA model Loading models from other supported formats Show proteins from PDB Creating a particle system from a PLY model Summary Chapter 9: Animations and Moving the Camera Basic animations Simple animations Selecting objects Animating with Tween.js Working with the camera TrackballControls FlyControls FirstPersonControls OrbitControl Morphing and skeletal animation Animation with morph targets Animation with a mixer and morph targets Using multiple THREE.AnimationClip objects Animation using bones and skinning Creating animations using external models Creating a bones animation using Blender Loading an animation from a COLLADA model Animation loaded from a Quake model Using the gltfLoader Visualize motions captured models using the fbxLoader Loading legacy DirectX models through the xLoader Visualizing a skeleton with the BVHLoader Reusing models from the SEA3D project Summary Chapter 10: Loading and Working with Textures Using textures in materials Loading a texture and applying it to a mesh Using a bump map to create wrinkles Achieving more detailed bumps and wrinkles with a normal map Using a displacement map to alter the position of vertices Adding subtle shadows with an ambient occlusion map Creating fake shadows using a lightmap Metalness and roughness maps Alpha map Emissive map Specular map Creating fake reflections using an environment map Advanced usage of textures Custom UV mapping Repeat wrapping Rendering to a canvas and using it as a texture Using the canvas as a texture Using the canvas as a bump map Using the output from a video as a texture Summary Chapter 11: Render Postprocessing Setting up Three.js for postprocessing Creating THREE.EffectComposer Configuring THREE.EffectComposer for postprocessing Updating the render loop Postprocessing passes Simple postprocessing passes Using THREE.FilmPass to create a TV-like effect Adding a bloom effect to the scene with THREE.BloomPass Output the scene as a set of dots Showing the output of multiple renderers on the same screen Additional simple passes Advanced EffectComposer flows using masks Advanced pass - Bokeh Advance pass - ambient occlusion Using THREE.ShaderPass for custom effects Simple shaders Blurring shaders Creating custom postprocessing shaders Custom grayscale shader Creating a custom bit shader Summary Chapter 12: Adding Physics and Sounds to Your Scene Creating a basic Three.js scene with physics Physi.js material properties Physi.js supported shapes Using constraints to limit the movement of objects Using PointConstraint to limit movement between two points Hinge constraints Limiting movement to a single axis with SliderConstraint Creating a ball-and-socket-joint-like constraint with ConeTwistConstraint Creating detailed control with DOFConstraint Add sound sources to your scene Summary Other Books You May Enjoy Index