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

Mr.doob 08b743bff3 ColladaLoader: Hack for Mesh.parse showstopper. Fixes #5828. 10 lat temu
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docs 45b029feee add docs per @WestLangley's request: https://github.com/mrdoob/three.js/pull/5788#issuecomment-67857995 10 lat temu
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src 037cccf05f Updated builds. 10 lat temu
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.gitignore 6536ce7052 gitignore node_modules 11 lat temu
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 lat temu
LICENSE 4857e75774 Update LICENSE 11 lat temu
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 lat temu
bower.json 2d59713328 r69 11 lat temu

README.md

three.js

JavaScript 3D library

The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.

ExamplesDocumentationMigratingHelp

Usage

Download the minified library and include it in your html. 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 <canvas> 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.

<script>

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

	init();
	animate();

	function init() {

		scene = new THREE.Scene();
		
		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
		camera.position.z = 1000;

		geometry = new THREE.BoxGeometry( 200, 200, 200 );
		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );

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

		renderer = new THREE.WebGLRenderer();
		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 );

	}

</script>

If everything went well you should see this.

Change log

releases