Basic sphere («Hello World» example)
Creating a basic sphere that falls down on the plane.
To create whitestorm.js app you should make a basic HTML document with html
, head
and body
tags. Next step is to include Whitestorm.js to the document and main app script file. You can do it simply using script
tag.

Try this helloworld demo online.
World
First thing you should setup is the World object. When you do this, you do multiple things at once:
- Setup
THREE.Scene
(orPhysijs.Scene
) - Make perspective camera and add it scene.
- Set gravity (if physics is on)
- Apply background and other renderer options.
- Set autoresize/stats (in addition).
const world = new WHS.World({
autoresize: "window",
stats: 'fps', // Statistics tool for developers.
rendering: {
background: {
color: 0x162129
}
},
gravity: { // Physic gravity.
x: 0,
y: -100,
z: 0
},
camera: {
position: [0, 0, 50]
}
});
Sphere
Next thing is our sphere. By default if you use a physics version of whitestorm.js all objects are created as physics objects. If you don't want to have a physics object - simply add physics: false
line to sphere config.
// const world = ...
const sphere = new WHS.Sphere({ // Create sphere component.
geometry: {
radius: 3,
widthSegments: 32,
heightSegments: 32
},
mass: 10, // Mass of physics object.
material: {
color: 0xF2F2F2,
kind: 'basic'
},
position: [0, 100, 0]
});
sphere.addTo(world); // Add sphere to world.
Plane
And the last thing, add the plane and start rendering:
// const world = ...
// const sphere = ...
new WHS.Plane({
geometry: {
width: 100,
height: 100
},
mass: 0,
material: {
color: 0x447F8B,
kind: 'basic'
},
rotation: {
x: - Math.PI / 2
}
}).addTo(world);
world.start(); // Start animations and physics simulation.
Updated less than a minute ago