Creating Custom CAD Tools on the Web with ThreeJS

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3d content creation tools don't have to be complex- sometimes what you need is a special-purpose tool that solves a specific problem and gives you exactly the model you need. Building such tools using modern web technologies is easier than you think. In this talk, we'll walk through the basics of writing a custom web-based tool that can export 3d models.

FAQ

Three.js is a JavaScript library that serves as a wrapper around WebGL. It is used for creating web-based CAD tools because it simplifies the creation of 3D graphics, is inherently cross-platform, and makes distribution easy. Its abstraction level and rich ecosystem make it ideal for developing user-friendly, custom CAD applications on the web.

Web-based CAD tools offer several advantages including easy distribution, cross-platform compatibility, and a user-friendly approach suitable for novices. These tools allow for the creation of novice-friendly and user-generated content, leveraging the accessibility of the web.

In Three.js, custom and parametric geometry can be created by defining vertices and faces. Vertices are points in 3D space, and faces are surfaces linking these points. You can specify vertex data in an array and use indices to define faces, ensuring vertices are ordered counter-clockwise to make the shapes visible.

Buffer geometry in Three.js enhances performance by efficiently managing data through typed binary arrays. This structure is crucial for transferring data from the CPU to the GPU, optimizing the rendering process and supporting the creation of complex 3D models in a web environment.

Normals are vectors that point away from a surface, essential for correctly lighting 3D models. In Three.js, normals can be computed automatically with the 'computeVertexNormals' method. They are crucial for rendering materials realistically by defining how light interacts with surfaces.

To set up a basic scene in Three.js, you need to define geometry and materials. Geometry involves vertices and faces, while materials define the appearance. A simple scene can be created using only about 30 lines of code, including a mesh with color and basic geometric shapes.

Specifying vertices in counter-clockwise order in Three.js is critical because it determines the visible side of faces in 3D models. This orientation ensures that the faces are rendered outward and are visible in the rendered scene, preventing issues where nothing appears on screen.

Using custom CAD tools developed with Three.js, you can add a variety of parametric features to models without traditional 3D modeling skills. Features include extrusions, arrays of buttons, handles like those on rack-mounted equipment, and dials, all through simple user interactions like drawing rectangles on base shapes.

Adrian Herbez
Adrian Herbez
8 min
28 Sep, 2023

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Video Summary and Transcription

Today we're going to be talking about creating custom CAD tools on the web with 3JS. We'll explore the reasons why you should make web-based tools, including their novice-friendly nature and their suitability for user-generated content. We'll learn how to create custom and parametric geometry using Three.js, set up geometry and material in Three.js, and improve visibility by adding normals to the geometry.

1. Introduction to Creating Custom CAD Tools with 3JS

Short description:

Today we're going to be talking about creating custom CAD tools on the web with 3JS. We'll explore the reasons why you should make web-based tools, including their novice-friendly nature and their suitability for user-generated content. I'll also share an example of a tool I made using Three.js, a fantastic library that simplifies the process of creating 3D models.

♪♪ Hi, everybody. My name is Adrian Herbez and today we're going to be talking about creating custom CAD tools on the web with 3JS. I'm a web developer and a game developer and I also make toys, 3D printed stuff mainly for action videos. As such, I've used a lot of 3D tools over the years and I generally love them all except they're really complicated. So I think you should make some new ones.

Now why would you want to do that? There's a lot of reasons, but the most significant ones to me are that you can make truly novice-friendly tools and you can make tools that are great for user-generated content. It's also not as hard as you might think. So why make a web-based tool? Well, because the web's the best platform. It's easy to distribute, it's inherently cross-platform, and again, this all goes to being very approachable for novices.

So here's an example of the kind of thing I mean. I wanted to make it easy to make Reebly's, sci-fi panels of stuff, and so I made this tool that runs in a browser and instead of moving points or vertices or polygons around, you just draw a rectangle on the surface of the base shape and you can add a parametric feature of a few different types. You can add extrusions, you can add arrays of buttons, you can add handles of the type you might see on rack-mounted equipment, and you can add dials. And none of this requires any conventional 3D modeling skills, so it's very approachable. And I made this with Three.js. Three.js is a fantastic library. It's a wrapper around WebGL. It's got a lot of great qualities. It's been around for about 13 years, so it has a really rich ecosystem. It works well with React and other frameworks. And I, at least personally, feel it has a great level of abstraction.

2. Creating a Cube and Defining Geometry

Short description:

Today we're gonna make a cube and learn how to create custom and parametric geometry using Three.js. Geometry consists of vertices and faces, which allow us to build shapes. We'll start by ordering the vertices and specifying their positions. Then, we'll set up our vertex data using a one-dimensional array. Finally, we'll define the faces by referencing the vertices in the desired order.

So today we're gonna make a cube and we're gonna take this sort of slightly roundabout way to get there, but in doing so, we'll learn everything we need to know to make custom and parametric geometry of your own.

But before that, there is a little bit of boilerplate. So I know this code is probably too small to see. I'll have a link to a GitHub repo at the end, but what I wanna impress upon you is this is all that you need to set up a scene in Three.js. There's only about 30 lines here. It's all very straightforward.

So having gotten that out of the way, let's talk about geometry. So geometry can contain a lot of data, but the two most important types are vertices, so points that are positioned in 3D space, and then faces, surfaces that link those points together. There's a lot of other stuff that we won't have time to talk about today, but with vertices and faces we can make geometry.

So here's a cube. Let's take away its skin, and we'll see that we have eight points. So let's start by giving those points an order. So we'll just give them some numbers, zero to seven, to lay them out in some order. And then once we've done that, let's specify where they are in space. So to keep it simple, we're just using negative ones and ones, that'll give us a two unit cube centered at the origin, which is great. So having done all that, we can specify our vertex data. So to do that, I'm just gonna set up an array and I'm gonna push numbers into it for the X, Y, and Z coordinates of each vertex. Note that this is a one dimensional array. I'm not pushing a full set of a triplet at a time, and this just ends up being one dimensional, which is important later.

So that's our vertex data. Now we're ready to set up our faces. So faces are specified by giving a sequence of vertices in order. So what we do is instead of having actual data, we just reference the data that already exists in the vertex list. So the way the order in which we specify the vertices matters a lot. So in 3D graphics, a big part of getting things to be performant is to not draw things you don't need to see. And one of the ways that we do that is by only drawing one side of faces by default. So faces only really exist from one direction. And the way we specify which direction that is is the order in which we specify the vertices. So it's important that we specify our vertices in counter-clockwise order. So this blue triangle, for example, involves the vertices zero, four, and three.

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