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

MiiBond 08cc0db63a Added GL call to disable attributes when reset is called. This fixes an issue where attribs are still enabled from previous frame but enabledAttributes structure has them marked as disabled. This lead to infamous 'attempt to access out of range vertices in attribute X' messages. il y a 10 ans
build 738eb53800 Updated builds. il y a 10 ans
docs e987551138 Removed Raycaster.precision il y a 10 ans
editor 859cac86e5 Editor: Commented out Dialog. il y a 10 ans
examples 4803800967 Merge pull request #6612 from archcomet/trackball-zoom-fix il y a 10 ans
src 08cc0db63a Added GL call to disable attributes when reset is called. This fixes an issue where attribs are still enabled from previous frame but enabledAttributes structure has them marked as disabled. This lead to infamous 'attempt to access out of range vertices in attribute X' messages. il y a 10 ans
test 191bb16cd4 Renamed THREE.SegmentsLine to THREE.LineSegments. See 9b63a1d906e0e5f33cadc145664c6bf44aa68fed il y a 10 ans
utils ed0b2eafe8 DirectGeometry: Removed indices. il y a 10 ans
.gitignore 6536ce7052 gitignore node_modules il y a 11 ans
.npmignore 99d4757bd4 Add NPM support il y a 10 ans
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. il y a 11 ans
LICENSE c12770459e change *copy; to © il y a 10 ans
README.md b113db75e1 <canvas> -> `WebGL` il y a 10 ans
bower.json eee2319608 r71 il y a 10 ans
package.json 99d4757bd4 Add NPM support il y a 10 ans

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 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.

<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