Is it possible to use Three.js website?
I am looking at using three.js for a fun experiment on a site. I would like to use the current experiment (for which I already have code) and use it as a background for my site.
Does anyone know how to do this?
I saw it here: http://janjorissen.be/
Three JS APIs: https://github.com/mrdoob/three.js/wiki/API-Reference
source to share
I usually use an iframe for this. This way you have no conflict with the base page.
<style>
iframe {
z-index : -9999;
position: absolute;
top : 0;
left : 0;
width : 100%;
height : 100%;
margin : 0;
padding : 0;
}
</style>
<iframe src="http://example.com/"></iframe>
example of this https://github.com/jeromeetienne/www.jetienne.com/blob/master/index-webgl.html#L128 for source http://jetienne.com/index-webgl.html for live code
source to share
I'm going to add another answer. I would use
canvas {
width: 100vw;
height: 100vh;
display: block;
position: fixed;
top: 0;
left: 0;
z-index: -9999;
}
That's why:
Many people use it canvas { width: 100%; height: 100% }
, but it probably doesn't make a lot of sense. You don't want the canvas to be 100% of the body. You want it to be 100% screen / window. What it does canvas { width: 100vw; height: 100vh; }
. This is 100% of the viewport width and viewport height.
This means you don't have to set the body to height: 100%, which also doesn't make sense, especially if the page is above the window / screen.
display: block;
fixes some problems with scrollbars in certain browsers. It is used on some pages html, body { overflow: none; }
, but again it doesn't make sense if your page ends up being above the screen / window.
position: fixed;
makes the canvas position relative to the top of the window so it won't scroll off the page. If you are using position: absolute
then canvas will scroll from top if page is above screen / window. For example this page .
top: 0; left 0;
places it in the upper left corner. Without this, it will default to the default position that is inside the body margins. This is often solved by installing body { margin: 0; }
, but usually it means that you need some other container to add the field back, otherwise normal content will be positioned along the edge of the window.
z-index: -9999;
exists to try to pull it back than anything else, only if the page itself uses some negative values for z-index
Here's an example as snippet
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000);
var canvas = document.querySelector("canvas");
var renderer = new THREE.WebGLRenderer({canvas: canvas});
renderer.setClearColor(0xF0F0F0);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({
color: 0x00ff00,
wireframe: true,
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 1;
function resize() {
var width = canvas.clientWidth;
var height = canvas.clientHeight;
if (width != canvas.width || height != canvas.height) {
renderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
}
function render(time) {
time *= 0.001;
resize();
cube.rotation.x = time;
cube.rotation.y = time * 0.31;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
canvas {
width: 100vw;
height: 100vh;
display: block;
position: fixed;
top: 0;
left: 0;
z-index: -9999;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
<canvas></canvas>
<div>
some content that is in front of the canvas
</div>
And here's an example outside SO so you can view it in a more complete size.
Note that there is a problem that if your canvas animation is interactive, the elements in front of the canvas will contain mouse / touch events. There is no easy solution that I know of. You can mark everything except canvas / iframe like pointer-events: none
and mark canvas / iframe as pointer-events: auto
, but then you run into the problem that the text on your page cannot be selected and the links cannot be clicked. Then you can tell the tags <a>
are tagged pointer-events: auto
, so the links work, but I'm sure there will be problems here and there, depending on what information is on your page (trying to copy an email address or a location address, etc. ...)
One note: most of the three .js examples are structured differently (less flexible) by referencing window.innerWidth
and window.innerHeight
and for whatever reason, placing the content in a div with id="canvas"
.
Here is a snippet that uses this structure. There's a few more lines of code, redundant calls to renderer.setSize
and setting the camera aspect in 2 places (not very DRY), but as far as Q&A is concerned, the only difference is #canvas
instead of canvas
like CSS for the size of the div instead of the canvas.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
document.getElementById("canvas").appendChild(renderer.domElement);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xF0F0F0);
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({
color: 0x00ff00,
wireframe: true,
});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 1;
function onResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
window.addEventListener('resize', onResize);
function render(time) {
time *= 0.001;
cube.rotation.x = time;
cube.rotation.y = time * 0.31;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
#canvas {
width: 100vw;
height: 100vh;
display: block;
position: fixed;
top: 0;
left: 0;
z-index: -9999;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
<div id="canvas"></div>
<div>
some content that is in front of the canvas
</div>
source to share