three.js ======== #### Javascript 3D Engine #### [![Flattr this](http://api.flattr.com/button/button-compact-static-100x17.png)](http://flattr.com/thing/287/three-js) The aim of this project is to create a 3D engine with a very low level of abstraction (aka for dummies). Currently there is no documentation available but feel free to use the examples as a reference and/or read the source code. However, be aware that the API may change from revision to revision breaking compatibility. The engine can render using <canvas> and <svg> and WebGL. [More info...](http://mrdoob.com/blog/post/693) Other similar projects: [pre3d](http://deanm.github.com/pre3d/), [pvjs](http://code.google.com/p/pvjswebgl/), [jsgl](http://tulrich.com/geekstuff/canvas/perspective.html), [k3d](http://www.kevs3d.co.uk/dev/canvask3d/k3d_test.html), ... ### Examples ### [![geometry_terrain](http://github.com/mrdoob/three.js/raw/master/assets/examples/06_terrain.png)](http://mrdoob.com/projects/three.js/examples/geometry_terrain.html) [![materials_video](http://github.com/mrdoob/three.js/raw/master/assets/examples/05_video.png)](http://mrdoob.com/projects/three.js/examples/materials_video.html) [![geometry_vr](http://github.com/mrdoob/three.js/raw/master/assets/examples/04_vr.png)](http://mrdoob.com/projects/three.js/examples/geometry_vr.html) [![geometry_cube](http://github.com/mrdoob/three.js/raw/master/assets/examples/03_cube.png)](http://mrdoob.com/projects/three.js/examples/geometry_cube.html) [![particles_random](http://github.com/mrdoob/three.js/raw/master/assets/examples/02_random.png)](http://mrdoob.com/projects/three.js/examples/particles_random.html) [![particles_wave](http://github.com/mrdoob/three.js/raw/master/assets/examples/01_waves.png)](http://mrdoob.com/projects/three.js/examples/particles_waves.html) [![particles_floor](http://github.com/mrdoob/three.js/raw/master/assets/examples/00_floor.png)](http://mrdoob.com/projects/three.js/examples/particles_floor.html) [![Rat](http://github.com/mrdoob/three.js/raw/master/assets/projects/06_rat.png)](http://tech.lab212.org/2010/07/export-textured-models-from-blender2-5-to-three-js/) [![Failure](http://github.com/mrdoob/three.js/raw/master/assets/projects/05_failure.png)](http://www.is-real.net/experiments/three/failure/) [![Space Cannon 3D](http://github.com/mrdoob/three.js/raw/master/assets/projects/02_spacecannon.png)](http://labs.brian-stoner.com/spacecannon/) [![Alocasia](http://github.com/mrdoob/three.js/raw/master/assets/projects/04_alocasia.png)](http://arithmetric.com/projects/alocasia/) [![DDD](http://github.com/mrdoob/three.js/raw/master/assets/projects/01_ddd.png)](http://the389.com/works/three/) [![jsflowfield4d](http://github.com/mrdoob/three.js/raw/master/assets/projects/00_jsflowfield4d.png)](http://test.sjeiti.com/jsflowfield4d/) [![spikeball](http://github.com/mrdoob/three.js/raw/master/assets/projects/03_spikeball.png)](http://kile.stravaganza.org/lab/js/spikeball/) ### Usage ### The library needs to be included first thing. This code creates a camera, then creates a scene object, adds a bunch of random particles in it, creates a <canvas> renderer and adds its viewport in the document.body element. For creating a customised version of the library, including the source files in this order would be a good way to start: ### Contributors ### Thanks to the power of the internets (and github <3) these people have kindly helped out with the project. [Paul Brunt](http://github.com/supereggbert), [Fernando Serrano](http://kile.stravaganza.org/), [kikko](http://github.com/kikko). ### Change Log ### 2010 07 07 - **r12** (28.494 kb) * First version of the WebGLRenderer (ColorFillMaterial and FaceColorFillMaterial by now) * Matrix4.lookAt fix (CanvasRenderer and SVGRenderer now handle the -Y) * Color class now using 0-1 floats instead of 0-255 integers 2010 07 03 - **r11** (23.541 kb) * Blender 2.5 exporter (utils/export_threejs.py) now exports UV and normals (Thx [kikko](http://github.com/kikko)) * Scene.add > Scene.addObject * Enabled Scene.removeObject * Removed computeNormals() from Geometry 2010 06 22 - **r10** (23.959 kb) * Changed Camera system. (Thx [Paul Brunt](http://github.com/supereggbert)) * Object3D.overdraw = true to enable CanvasRenderer screen space point expansion hack. 2010 06 20 - **r9** (23.753 kb) * JSLinted. * autoClear property for renderers. * Removed SVG rgba() workaround for WebKit. (WebKit now supports it) * Fixed matrix bug. (transformed objects outside the x axis would get infinitely tall :S) 2010 06 06 - **r8** (23.496 kb) * Moved UVs to Geometry. * CanvasRenderer expands screen space points (workaround for antialias gaps). * CanvasRenderer supports BitmapUVMappingMaterial. 2010 06 05 - **r7** (22.387 kb) * Added Line Object. * Workaround for WebKit not supporting rgba() in SVG yet. * No need to call updateMatrix(). Use .autoUpdateMatrix = false if needed. (Thx [Gregory Athons](http://github.com/gregmax17)). 2010 05 17 - **r6** (21.003 kb) * 2d clipping on CanvasRenderer and SVGRenderer * clearRect optimisations on CanvasRenderer 2010 05 16 - **r5** (19.026 kb) * Removed Class.js dependency * Added THREE namespace * Camera.x -> Camera.position.x * Camera.target.x -> Camera.target.position.x * ColorMaterial -> ColorFillMaterial * FaceColorMaterial -> FaceColorFillMaterial * Materials are now multipass (use array) * Added ColorStrokeMaterial and FaceColorStrokeMaterial * geometry.faces.a are now indexes instead of links 2010 04 26 - **r4** (16.274 kb) * SVGRenderer Particle rendering * CanvasRenderer uses context.setTransform to avoid extra calculations 2010 04 24 - **r3** (16.392 kb) * Fixed incorrect rotation matrix transforms * Added Plane and Cube primitives 2010 04 24 - **r2** (15.724 kb) * Improved Color handling 2010 04 24 - **r1** (15.25 kb) * First alpha release