CORE FOUNDATION
Every Three.js app is built on three core components:
- Scene → where everything exists
- Camera → how you view the scene
- Renderer → how it gets displayed on screen
import * as THREE from 'three'; const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); const renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement );
1️⃣ Import Three.js
import * as THREE from 'three';
👉 You are importing the Three.js library so you can use it.
2️⃣ Create Scene
const scene = new THREE.Scene();
👉 Think of scene = empty stage
- This is where you will add:
- objects (cube, sphere)
- lights
- models
3️⃣ Create Camera
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
👉 Think of camera = your eyes
This camera decides what part of the scene you see
Parameters:
75→ Field of View (how wide you see)window.innerWidth / window.innerHeight→ screen ratio0.1→ near (closest visible distance)1000→ far (farthest visible distance)
💡 Simple meaning:
"Show everything between 0.1 and 1000 units from camera"
4️⃣ Create Renderer
const renderer = new THREE.WebGLRenderer();
👉 Think of renderer = painter
- It takes your scene + camera
- Draws it using WebGL (GPU)
5️⃣ Set Size
renderer.setSize(window.innerWidth, window.innerHeight);
👉 This makes the canvas fill the screen
6️⃣ Add to HTML
document.body.appendChild(renderer.domElement);
👉 This adds the 3D canvas into your webpage
renderer.domElement= actual<canvas>element
Add this at the end:
renderer.render(scene, camera);