Table of Contents
- MotorCortex-Threejs
- Intro / Features
- Getting Started
- Creating Incidents
- Adding Incidents in your clip
- Contributing
- License
- Sponsored by
Can you become a 3d video creator with threejs? Well yes, you can! Motorcortex-threejs is a threejs plugin for motorcortex. It exposes most of threejs functionality in a descriptive format. It automates most of the basic stuff (scenes, lights, cameras) and focuses on the animation. With motorcortex-threejs a 3d environment mainly consists of five distinct parts
- renderers
- scenes
- cameras
- lights
- entities
Scenes, cameras and lights are self-explanatory. Entities refer to any object added in the 3d scene model or mesh geometry. The plugin exports a Clip method to initialize a new 3D Clip and two Effects. The ObjectAnimation Effect is from where you can animate any property of an object's tranformation matrix ( location, rotation, scale ) and with the MorphAnimation Effect you can play any animation that your model supports.
In order to support most of the features and possible updates of threejs out of the box the descriptive representation of a 3d scene has 3 concepts
threejs | motorcortex-threejs |
---|---|
any property | is an object property |
any function call | is a value type of array |
any value assignment | is a primitive value |
*it will all make sense please continue reading :)
For example, if we want to create a new renderer with alpha enabled and run setClearColor with a value of "#999" and set physicallyCorrectLights to true with threejs we would do:
const renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setClearColor("#999");
renderer.physicallyCorrectLights = true;
in our descriptive representation we would do:
const renderer = {
type: "WebGLRenderer",
parameters: [{ alpha: true }],
settings: {
setClearColor: ["#999"], // any function call for threejs is an array for us
physicallyCorrectLights: true, // any value assignment for threejs is a primitive value for us
},
};
Property | Description |
---|---|
id | Assign an id for selecting purposes |
class | Assign a class for selecting purposes |
type | A valid renderer type |
parameters | The arguments to pass in the renderer function |
settings | Any other setting related to the renderer |
If we want to create a new scene with a fog of color "#999" near 1 and far 100 with threejs we would do:
const scene = new THREE.Scene();
scene.fog = new THREE.Fog("#999", 1, 100);
in our descriptive representation we would do:
const scene = {
fog: ["#999", 1, 100],
};
Property | Description |
---|---|
id | Assign an id for selecting purposes |
class | Assign a class for selecting purposes |
fog | An array with arguments to pass in the THREE.Fog function |
If we want to create a new PerspectiveCamera with specific position and rotation with threejs we would do:
const camera = new THREE.PerspectiveCamera(45, 800 / 600, 1, 1000);
camera.position.x = 10;
camera.position.y = 10;
camera.position.z = 10;
camera.lookAt(20, 20, 20);
camera.far = 10000;
camera.near = 1;
in our descriptive representation we would do:
const camera = {
type: "PerspectiveCamera",
parameters: [45, 800 / 600, 1, 1000],
settings: {
position: { x: 10, y: 10, z: 10 },
lookAt: [20, 20, 20],
far: 10000,
near: 1,
},
};
Property | Description |
---|---|
id | Assign an id for selecting purposes |
class | Assign a class for selecting purposes |
type | A valid camera type |
parameters | The arguments to pass in the camera function |
settings | Any other setting related to the camera |
If we want to create a new AmbientLight with threejs we would do:
const light = new THREE.AmbientLight("#cacaca");
scene.add(light);
in our descriptive representation we would do:
const light = {
type: "AmbientLight",
parameters: ["#cacaca"],
};
const Directional = {
addHelper:true
id: "DirectionalLight",
type: "DirectionalLight",
parameters: ["0xfff", 1],
settings: {
position: { x: 0, y: -2, z: 10 },
target: "!#myObj",
};
Property | Description |
---|---|
id | Assign an id for selecting purposes |
class | Assign a class for selecting purposes |
type | A valid light type |
parameters | The arguments to pass in the light function |
settings | Any other setting related to the light |
addHelper | Add helper object to the light |
As we mentioned, entities are any threejs mesh or model.
If we want to create a new Box with threejs we would do:
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({ color: "#0f0" });
const cube = new THREE.Mesh(geometry, material);
cube.position.set(0, 0, 0);
scene.add(cube);
in our descriptive representation we would do:
const box = {
geometry: { type: "BoxGeometry", parameters: [1, 1, 1] },
material: {
type: "MeshBasicMaterial",
parameters: [{ color: "#0f0" }],
},
settings: { position: { set: [0, 0, 0] } },
};
Property | Description |
---|---|
id | Assign an id for selecting purposes |
class | Assign a class for selecting purposes |
type | A valid light type |
parameters | The arguments to pass in the light function |
settings | Any other setting related to the light |
If we want to load a model with threejs we would do:
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
const loader = new GLTFLoader();
const dracoLoader = new DRACOLoader();
loader.setDRACOLoader(dracoLoader);
const url = "path/to/our/model.glb";
loader.load(url, (glb) => {
//here we have the glb scene model
glb.position.set(10, 10, 10);
glb.rotation.set(0, -Math.PI / 2, 0);
glb.scale.set(2, 2, 2);
});
in our descriptive representation we would do:
const glb = {
id: "my-model",
model: {
loader: "GLTFLoader",
file: "path/to/our/model.glb",
},
settings: {
position: { x: 10, y: 10, z: 10 },
rotation: { x: 0, y: -Math.PI / 2, z: 0 },
scale: { x: 2, y: 2, z: 2 },
},
children: ["child_model_name"],
};
Property | Description |
---|---|
id | Assign an id for selecting purposes |
class | Assign a class for selecting purposes |
type | A valid light type |
parameters | The arguments to pass in the light function |
settings | Any other setting related to the light |
children | The name of a child object that the model has and you want to use it in an effect. This will then be available to use with the selector !#my-model.child_model_name |
When you need to add a simple Object3D to your scene just to use it in any animation you can use this type of entity. This type of entity can be used as a target to any light that supports target simply by refering to its selector.
const object = {
id: "myObj",
object: true,
settings: {
position: { x: 10, y: 10, z: 10 },
},
};
Controls will provide interactivity with your 3D Clip and will help you on creation time. To enable controls simply type
const controls = { enable: true, enableEvents: true };
and add them to your clip. The property enableEvents will be triggered on each click inside the scene and will log the camera position and the 3d point of where you clicked if there is any intersection with any object in the scene.
$ npm install --save @donkeyclip/motorcortex-threejs
# OR
$ yarn add @donkeyclip/motorcortex-threejs
import { loadPlugin } from "@donkeyclip/motorcortex";
import threejsPlugin from "@donkeyclip/motorcortex-threejs";
const threejs = loadPlugin(threejs);
With the Clip method you describe the initial state of your 3D Scene with a javascript object. All five main parts (renderers, scenes, cameras, lights, entities) are properties of this object and of type object or collection, containing information for each part accordingly.
const clip = new threejs.Clip(
{
/* Only add this property if you want to use postprocessing functionalities */
postProcessing: {
bloomPass: {
parameters: [1.5, 0.4, 0.85],
settings: {
threshold: 0,
strength: 1,
radius: 0,
},
},
},
renderers: {
type: "WebGLRenderer",
parameters: [{ alpha: true }],
settings: {
setClearColor: ["#999"],
physicallyCorrectLights: true
}
},
scenes: {
fog: ["#999", 1, 100]
},
lights: {
type: "AmbientLight",
parameters:[ "#cacaca"],
},
cameras: {
id:"camera_1",
type: "PerspectiveCamera",
parameters:[45, 800 / 600, 1, 1000],
settings: {
position: { x: 10, y: 10, z:10 },
lookAt: [20, 20, 20],
far: 10000,
near: 1
}
},
entities: [
{
id:"box_1",
geometry: { type: "BoxGeometry", parameters: [1, 1, 1] },
material: {
type: "MeshBasicMaterial",
parameters: [{ color: "#0f0" }]
},
settings: { position: { set:[ 0, 0, 0] }}
},
{
id:"man_1",
model: {
loader: "GLTFLoader",
file: "path/to/our/model.glb",
},
settings: {
position: { x: 10, y: 10, z: 10},
rotation: { x: 0, y: -Math.PI / 2, z: 0 },
scale: { x: 2, y: 2, z: 2 },
}
}
],
controls: { enable: true, enableEvents: true },
},
{
host: document.getElementById("clip"),
containerParams: { width: "800px", height: "600px" },
}
)
If you want to animate the tranformation matrix of any object (camera,scene,light or any entity) you can do it by using the ObjectAnimation Effect. The example below will animate the camera's position to 20,20,20 and will continuously looking at box_1 position. Note that for targetEntity and selector we are using the ids as they were set in the clip definition. We can also use the followEntity option to follow a specific moving object with optionally defined offset. *Important Note: When targe Entity and follow Entity are used combined you must first declare the followEntity and then the targetEntity as shown in the example bellow.
const cameraAnimation = new threejs.ObjectAnimation(
{
animatedAttrs: {
followEntity: {
offsetX: 10,
offsetY: 10,
offsetZ: 10,
entity: "!#box_1",
},
targetEntity: "!#box_1",
position: { x: 20, y: 20, z: 20 },
},
},
{
selector: "!#camera_1",
duration: 10000,
}
);
clip.addIncident(cameraAnimation, 0);
Animate Attribute | value | Description |
---|---|---|
targetEntity | "!#targetId", "!.targetClass" | A selector of the entity to lookAt |
followEntity | {entity:"!#targetId", offsetX:number,offsetY:number,offsetZ:number | the id of the entity to follow |
position | {x:number,y:number or "!#targetId",z:number} | the new position of the object. If set to targeting the id of an other entity it's value will be calculated by intersection points below the object. This came in handy when animating in a terrain is what you want |
rotation | {x:number,y:number,z:number} | the new rotation of the object |
scale | {x:number,y:number,z:number} | the new scale of the object |
rotationSetX | number | the new rotation y of the object. This will set statically an will not animate through time |
rotationSetY | number | the new rotation y of the object. This will set statically an will not animate through time |
rotationSetZ | number | the new rotation z of the object. This will set statically an will not animate through time |
If you want to play an animation that your model support then MorphAnimation is what you are looking for.
const manWalk = new threejsPlugin.MorphAnimation(
{
attrs: {
singleLoopDuration: 1000,
animationName: "walk",
},
animatedAttrs: {
time: 15000,
},
},
{
selector: "!#man_1",
duration: 15000,
}
);
clip.addIncident(manWalk, 0);
Attribute | Value | Description |
---|---|---|
singleLoopDuration | number | The duration of a single loop |
animationName | string | the name of the animation to be played |
Animated Attribute | Value | Description |
---|---|---|
time (+any string) | number | The duration of the animation. If you want to play multiple animation in the same time you can add different time property in each incident. For example one incident may animate the property "time_1", another incident may animate the propery "time_2" and so on |
clipName.addIncident(incidentName,startTime);
In general, we follow the "fork-and-pull" Git workflow, so if you want to submit patches and additions you should follow the next steps:
- Fork the repo on GitHub
- Clone the project to your own machine
- Commit changes to your own branch
- Push your work back up to your fork
- Submit a Pull request so that we can review your changes