Rendering and Animating 3D Cubes with p5.js
To work with 3D geometries in p5.js, enable WebGL rendering by passing WEBGL to createCanvas(). The box() function generates cube geometries with configurable dimensions and subdivision levels.
function setup() {
createCanvas(400, 400, WEBGL);
}
function draw() {
background(240);
rotateX(PI / 6);
rotateY(PI / 4);
box(120);
}
Dimensional Parameters
The box() signature accepts up to five arguments: box(w, h, d, detailX, detailY).
- w: Width in pixels (default 50)
- h: Height in pixels (defaults to width if omitted)
- d: Depth in pixels (defaults too height if omitted)
- detailX/Y: Tessellation level for surface smoothing
When supplying a single argument, all dimensions equal that value. With two arguments, depth inherits the height value. Three explicit arguments define distinct width, height, and depth.
// Perfect cube
box(100);
// Rectangular prism
box(100, 60, 40);
Surface Appearance
Visual properties must be defined before calling box().
Solid fills use fill():
fill(100, 150, 255);
box(80);
Wireframe rendering disables filling and sets stroke properties:
noFill();
stroke(40);
strokeWeight(2);
box(80);
Texture Mapping
Apply images or video streams as surface materials using texture(). Load media within preload() to ensure availability before rendering.
let img;
function preload() {
img = loadImage('assets/brick.jpg');
}
function setup() {
createCanvas(400, 400, WEBGL);
}
function draw() {
background(220);
rotateZ(frameCount * 0.01);
texture(img);
box(150);
}
For animated textures, reference the media object inside draw() to update frames continuously.
Video textures require hiding the DOM element to prevent overlay:
let vid;
function preload() {
vid = createVideo('assets/clip.mp4');
vid.hide();
}
function setup() {
createCanvas(640, 480, WEBGL);
vid.loop();
vid.volume(0);
}
function draw() {
background(20);
rotateY(frameCount * 0.02);
texture(vid);
box(200);
}
Lighting
Basic ilumination enhances depth perception. Combine ambient and directional lights before drawing:
ambientLight(120);
directionalLight(255, 255, 255, 1, 1, -1);
box(100);
Continuous Animation
Moving geometries require the draw() loop. Use frameCount or millis() for time-based transformations.
function draw() {
background(200);
// Orbital rotation
rotateX(frameCount * 0.03);
rotateY(frameCount * 0.02);
box(100);
}
Implementation Patterns
Cascading Rotations
Isolate transformations using push() and pop() to create layered effects without cumulative coordinate changes:
let angle = 0;
const count = 10;
const offset = PI / 12;
function setup() {
createCanvas(500, 500, WEBGL);
noStroke();
}
function draw() {
background(230);
lights();
for (let i = 0; i < count; i++) {
let shade = map(i, 0, count - 1, 50, 255);
push();
fill(shade);
rotateY(angle + offset * i);
rotateX(angle / 2 + offset * i);
box(180);
pop();
}
angle += 0.015;
}
Distributed Voxel Clouds
Position multiple cubes using coordinate arrays:
let nodes = [];
function setup() {
createCanvas(400, 400, WEBGL);
// Generate positions
for (let i = 0; i < 12; i++) {
nodes.push([
random(-100, 100),
random(-100, 100),
random(-100, 100)
]);
}
}
function draw() {
background(240);
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.01);
for (let pos of nodes) {
push();
translate(pos[0], pos[1], pos[2]);
box(25);
pop();
}
}
Volumetric Grids
Nested loops create three-dimensional matrices:
function draw() {
background(220);
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.01);
const gap = 40;
const size = 15;
for (let x = -2; x <= 2; x++) {
for (let y = -2; y <= 2; y++) {
for (let z = -2; z <= 2; z++) {
push();
translate(x * gap, y * gap, z * gap);
box(size);
pop();
}
}
}
}
Recursive Subdivision
Generate fractal-like structures through self-referential rendering:
function setup() {
createCanvas(400, 400, WEBGL);
}
function draw() {
background(240);
rotateX(frameCount * 0.01);
rotateY(frameCount * 0.01);
subdivideBox(160, 3);
}
function subdivideBox(dim, depth) {
box(dim);
if (depth > 1) {
let newDim = dim / 2;
let offset = dim / 2;
const positions = [
[-offset, -offset, -offset],
[-offset, -offset, offset],
[-offset, offset, -offset],
[-offset, offset, offset],
[offset, -offset, -offset],
[offset, -offset, offset],
[offset, offset, -offset],
[offset, offset, offset]
];
for (let pos of positions) {
push();
translate(pos[0], pos[1], pos[2]);
subdivideBox(newDim, depth - 1);
pop();
}
}
}