3D
These pages explain how to use the 3D primitives in the library
Last updated
These pages explain how to use the 3D primitives in the library
Last updated
WEBGL
mode needs to be activated on your canvas.createCanvas(width, height,
WEBGL
)
In WEBGL mode, 3D shapes are constructed using triangular faces. Each face is defined by three vertices that specify a triangular face in space, and each face is assigned a vector that indicates the normal direction of the face (resulting in an upper and a lower face). This enables the face to interact with incoming light and be shaded accurately.
Because a 3D shape like a sphere is constructed from triangular faces, it is not perfectly curved. The level of curvature depends on the number of faces used. In all the functions used to create 3D shapes, there are two optional parameters: detailX
and detailY
. These parameters specify the number of faces that the shape is divided into in the X or Y direction.
Methods introduced in this following pages all draw the shapes at the origin (0, 0, 0)
by default, and they don't have parameters to specify their position.
The common practice is to translate() the origin to where you want to the shape to be drawn, and draw it at that new origin. To not disturb the positions of other shapes, use push() and pop().
Hence, a common block of code in WEBGL
mode looks like
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