Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript

Don McCurdy 0885bf68e3 Projector: Support BufferGeometry morph targets. 7 年 前
.github a1daef37e5 r95 7 年 前
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docs bfcc9cef24 #14606: `OBJLoader2` allows to register a generic error handler. If this callback is available it will be used instead of a throw. `LoaderWorkerDirector` uses this callback to report a problem, but continue with the next loading task. 7 年 前
editor 6be53f6286 Editor: Update position after raycasting in arkanoid example. 7 年 前
examples 0885bf68e3 Projector: Support BufferGeometry morph targets. 7 年 前
src 0a59139a9f Clean up. 7 年 前
test e54b65829c BufferGeometryUtils: Fix test path. 7 年 前
utils f9c5ee5999 Utils: externs clean up. 7 年 前
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README.md

three.js

Latest NPM release License Dependencies Dev Dependencies Build Status

JavaScript 3D library

The aim of the project is to create an easy to use, lightweight, 3D library. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.

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Usage

Download the minified library and include it in your HTML, or install and import it as a module, Alternatively see how to build the library yourself.

<script src="js/three.min.js"></script>

This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a WebGL renderer for the scene and camera, and it adds that viewport to the document.body element. Finally, it animates the cube within the scene for the camera.

var camera, scene, renderer;
var geometry, material, mesh;

init();
animate();

function init() {

	camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
	camera.position.z = 1;

	scene = new THREE.Scene();

	geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
	material = new THREE.MeshNormalMaterial();

	mesh = new THREE.Mesh( geometry, material );
	scene.add( mesh );

	renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setSize( window.innerWidth, window.innerHeight );
	document.body.appendChild( renderer.domElement );

}

function animate() {

	requestAnimationFrame( animate );

	mesh.rotation.x += 0.01;
	mesh.rotation.y += 0.02;

	renderer.render( scene, camera );

}

If everything went well you should see this.

Change log

releases