Geometry
. Please refer to
the article on custom BufferGeometry.
A previous article gave a tour of the various built in primitives included in THREE.js. In this article we'll cover making our own geometry.
Just to be clear, if you are serious about making 3D content, the most common way is to use a 3D modeling package like Blender, Maya, 3D Studio Max, Cinema4D, etc... You'd build a model and then export to gLTF or .obj and load them up. Whichever one you choose, expect to spend 2 or 3 weeks going through their respective tutorials as all of them have a learning curve to be useful.
Still, there are times when we might want to generate our own 3D geometry in code instead of using a modeling package.
First let's just make a cube. Even though three.js already
provides us with BoxGeometry
and BoxGeometry
a
cube is easy to understand so let's start there.
There are 2 ways to make custom geometry in THREE.js. One
is with the Geometry
class, the other is BufferGeometry
.
Each has their advantages. Geometry
is arguably easier to
use but slower and uses more memory. For few 1000s triangles
it's a great choice but for 10s of thousands of triangles
it might be better to use BufferGeometry
.
BufferGeometry
is arguably harder to use but uses less
memory and is faster. If quick rule of thumb might be
if you're going to generate more than 10000 triangles
consider using BufferGeometry
.
Note when I say Geometry
is slower I mean it is slower to
start and slower to modify but it is not slower to draw so
if you're not planning on modifying your geometry then
as long as it's not too large there will only be slightly more
delay for your program to start using Geometry
vs using
BufferGeometry
. We'll go over both eventually. For now
though let's use geometry as it's easier to understand IMO.
First let's make a cube with Geometry
. We'll start
with an example from the article on responsiveness.
Let's remove the part that uses BoxGeometry
and replace it with
a Geometry
.
-const boxWidth = 1; -const boxHeight = 1; -const boxDepth = 1; -const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth); +const geometry = new THREE.Geometry();
Now let's add the 8 corners of a cube. Here are the 8 corners.
Centered around the origin we can add the vertex positions like this
const geometry = new THREE.Geometry(); +geometry.vertices.push( + new THREE.Vector3(-1, -1, 1), // 0 + new THREE.Vector3( 1, -1, 1), // 1 + new THREE.Vector3(-1, 1, 1), // 2 + new THREE.Vector3( 1, 1, 1), // 3 + new THREE.Vector3(-1, -1, -1), // 4 + new THREE.Vector3( 1, -1, -1), // 5 + new THREE.Vector3(-1, 1, -1), // 6 + new THREE.Vector3( 1, 1, -1), // 7 +);
We then need to make triangles, 2 for each face of the cube
We do that by creating Face3
objects and specifying the indices
of the 3 vertices that make up that face.
The order we specify the vertices is important. To be pointing toward the outside of the cube they must be specified in a counter clockwise direction when that triangle is facing the camera.
Following that pattern we can specify the 12 triangles that make the cube like this
geometry.faces.push( // front new THREE.Face3(0, 3, 2), new THREE.Face3(0, 1, 3), // right new THREE.Face3(1, 7, 3), new THREE.Face3(1, 5, 7), // back new THREE.Face3(5, 6, 7), new THREE.Face3(5, 4, 6), // left new THREE.Face3(4, 2, 6), new THREE.Face3(4, 0, 2), // top new THREE.Face3(2, 7, 6), new THREE.Face3(2, 3, 7), // bottom new THREE.Face3(4, 1, 0), new THREE.Face3(4, 5, 1), );
A few other minor changes to the original code and it should work.
These cubes are twice as large as the BoxGeometry
we were
using before so let's move the camera back a little
const fov = 75; const aspect = 2; // the canvas default const near = 0.1; -const far = 5; +const far = 100; const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); -camera.position.z = 2; +camera.position.z = 5;
and let's separate them a little more and I changed their colors just because
const cubes = [ - makeInstance(geometry, 0x44aa88, 0), - makeInstance(geometry, 0x8844aa, -2), - makeInstance(geometry, 0xaa8844, 2), + makeInstance(geometry, 0x44FF44, 0), + makeInstance(geometry, 0x4444FF, -4), + makeInstance(geometry, 0xFF4444, 4), ];
One last thing is we haven't added normals yet so we can't do any lighting. Let's change the material to something that doesn't need lights.
function makeInstance(geometry, color, x) { - const material = new THREE.MeshPhongMaterial({color}); + const material = new THREE.MeshBasicMaterial({color}); const cube = new THREE.Mesh(geometry, material); scene.add(cube); ...
and we get cubes we made ourselves.
We can specify a color per face by setting the color
property of
each face.
geometry.faces[ 0].color = geometry.faces[ 1].color = new THREE.Color('red'); geometry.faces[ 2].color = geometry.faces[ 3].color = new THREE.Color('yellow'); geometry.faces[ 4].color = geometry.faces[ 5].color = new THREE.Color('green'); geometry.faces[ 6].color = geometry.faces[ 7].color = new THREE.Color('cyan'); geometry.faces[ 8].color = geometry.faces[ 9].color = new THREE.Color('blue'); geometry.faces[10].color = geometry.faces[11].color = new THREE.Color('magenta');
note we need to tell the material we want to use vertex colors
-const material = new THREE.MeshBasicMaterial({color}); +const material = new THREE.MeshBasicMaterial({vertexColors: true});
We can instead set the color of each individual vertex by setting the vertexColors
property of a Face
to an array of the 3 colors for the 3 vertices.
geometry.faces.forEach((face, ndx) => { face.vertexColors = [ (new THREE.Color()).setHSL(ndx / 12 , 1, 0.5), (new THREE.Color()).setHSL(ndx / 12 + 0.1, 1, 0.5), (new THREE.Color()).setHSL(ndx / 12 + 0.2, 1, 0.5), ]; });
To use lighting we need normals. Normals are vectors that specify direction.
Just like the colors we can specify a normal for the face by setting the normal
property on each face with
face.normal = new THREE.Vector3(...)
or we can specify a normal for each vertex by setting the vertexNormals
property with something like
face.vertexNormals = [ new THREE.Vector3(...), new THREE.Vector3(...), new THREE.Vector3(...), ]
but often it's much easier to just ask THREE.js to compute normals for us based on the positions we specified.
For face normals we'd call Geometry.computeFaceNormals
as in
geometry.computeFaceNormals();
Removing the vertex color stuff and changing the material back to MeshPhongMaterial
-const material = new THREE.MeshBasicMaterial({vertexColors: true}); +const material = new THREE.MeshPhongMaterial({color});
and now our cubes can be lit.
Using face normals will always give us a faceted look. We can use
vertex normals for a smoother look by calling Geometry.computeVertexNormals
-geometry.computeFaceNormals(); +geometry.computeVertexNormals();
Unfortunately a cube is not a good candidate for vertex normals since it means each vertex gets its normal from the normals of all the faces it shares.
Adding texture coordinates, sometimes called UVs, is done via an array of
layers of parallel arrays to the faces
array which is set via Geometry.faceVertexUvs
.
For our cube we could do something like
geometry.faceVertexUvs[0].push( // front [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ], [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ], // right [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ], [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ], // back [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ], [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ], // left [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ], [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ], // top [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ], [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ], // bottom [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 1), new THREE.Vector2(0, 1) ], [ new THREE.Vector2(0, 0), new THREE.Vector2(1, 0), new THREE.Vector2(1, 1) ], );
It's important to notice faceVertexUvs
is an array of layers. Each layer
is another set of UV coordinates. By default there is one layer of UV coordinates,
layer 0, so we just add our UVs to that layer.
Let's add a texture to our material and switch back to compute face normals
-geometry.computeVertexNormals(); +geometry.computeFaceNormals(); +const loader = new THREE.TextureLoader(); +const texture = loader.load('resources/images/star.png'); function makeInstance(geometry, color, x) { - const material = new THREE.MeshPhongMaterial({color}); + const material = new THREE.MeshPhongMaterial({color, map: texture}); const cube = new THREE.Mesh(geometry, material); scene.add(cube); ...
Putting that all together, let's make a simple heightmap based terrain mesh.
A heightmap based terrain is where you have a 2D array of heights that you apply them to a grid. An easy way to get a 2D array of heights is to draw them in an image editing program. Here's an image I drew. It's 96x64 pixels
We'll load that and then generate a heightmap mesh from it.
We can use the ImageLoader
to load the image.
const imgLoader = new THREE.ImageLoader(); imgLoader.load('resources/images/heightmap-96x64.png', createHeightmap); function createHeightmap(image) { // extract the data from the image by drawing it to a canvas // and calling getImageData const ctx = document.createElement('canvas').getContext('2d'); const {width, height} = image; ctx.canvas.width = width; ctx.canvas.height = height; ctx.drawImage(image, 0, 0); const {data} = ctx.getImageData(0, 0, width, height); const geometry = new THREE.Geometry();
We extracted the data from the image, now we'll make a grid of cells. The cells are the squares formed by the center points of each pixel from the image
For each cell we'll generate 5 vertices. One for each corner of the cell and one at the center point of the cell with the average height of the 4 corner heights.
const cellsAcross = width - 1; const cellsDeep = height - 1; for (let z = 0; z < cellsDeep; ++z) { for (let x = 0; x < cellsAcross; ++x) { // compute row offsets into the height data // we multiply by 4 because the data is R,G,B,A but we // only care about R const base0 = (z * width + x) * 4; const base1 = base0 + (width * 4); // look up the height for the for points // around this cell const h00 = data[base0] / 32; const h01 = data[base0 + 4] / 32; const h10 = data[base1] / 32; const h11 = data[base1 + 4] / 32; // compute the average height const hm = (h00 + h01 + h10 + h11) / 4; // the corner positions const x0 = x; const x1 = x + 1; const z0 = z; const z1 = z + 1; // remember the first index of these 5 vertices const ndx = geometry.vertices.length; // add the 4 corners for this cell and the midpoint geometry.vertices.push( new THREE.Vector3(x0, h00, z0), new THREE.Vector3(x1, h01, z0), new THREE.Vector3(x0, h10, z1), new THREE.Vector3(x1, h11, z1), new THREE.Vector3((x0 + x1) / 2, hm, (z0 + z1) / 2), );
We'll then make 4 triangles from those 5 vertices
// create 4 triangles geometry.faces.push( new THREE.Face3(ndx + 0, ndx + 4, ndx + 1), new THREE.Face3(ndx + 1, ndx + 4, ndx + 3), new THREE.Face3(ndx + 3, ndx + 4, ndx + 2), new THREE.Face3(ndx + 2, ndx + 4, ndx + 0), ); // add the texture coordinates for each vertex of each face const u0 = x / cellsAcross; const v0 = z / cellsDeep; const u1 = (x + 1) / cellsAcross; const v1 = (z + 1) / cellsDeep; const um = (u0 + u1) / 2; const vm = (v0 + v1) / 2; geometry.faceVertexUvs[0].push( [ new THREE.Vector2(u0, v0), new THREE.Vector2(um, vm), new THREE.Vector2(u1, v0) ], [ new THREE.Vector2(u1, v0), new THREE.Vector2(um, vm), new THREE.Vector2(u1, v1) ], [ new THREE.Vector2(u1, v1), new THREE.Vector2(um, vm), new THREE.Vector2(u0, v1) ], [ new THREE.Vector2(u0, v1), new THREE.Vector2(um, vm), new THREE.Vector2(u0, v0) ], ); } }
and finish it up
geometry.computeFaceNormals(); // center the geometry geometry.translate(width / -2, 0, height / -2); const loader = new THREE.TextureLoader(); const texture = loader.load('resources/images/star.png'); const material = new THREE.MeshPhongMaterial({color: 'green', map: texture}); const cube = new THREE.Mesh(geometry, material); scene.add(cube); }
A few minor changes to make it easier to view.
OrbitControls
import * as THREE from '/build/three.module.js'; +import {OrbitControls} from '/examples/jsm/controls/OrbitControls.js';
const fov = 75; const aspect = 2; // the canvas default const near = 0.1; -const far = 100; +const far = 200; const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); -camera.position.z = 5; +camera.position.set(20, 20, 20); +const controls = new OrbitControls(camera, canvas); +controls.target.set(0, 0, 0); +controls.update();
add 2 lights
-{ +function addLight(...pos) { const color = 0xFFFFFF; const intensity = 1; const light = new THREE.DirectionalLight(color, intensity); - light.position.set(-1, 2, 4\); + light.position.set(...pos); scene.add(light); } +addLight(-1, 2, 4); +addLight(1, 2, -2);
and we deleted the code related to spinning the cubes.
I hope that was a useful instruction to making your own
geometry using Geometry
.
In another article we'll go over BufferGeometry
.