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

Bug-Reaper 3d49b133d8 Updates the documentation to include information for the `setTime(timeInSeconds)` method of the AnimationMixer object. 6 yıl önce
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docs 3d49b133d8 Updates the documentation to include information for the `setTime(timeInSeconds)` method of the AnimationMixer object. 6 yıl önce
editor 2f1a8043a6 Removed AWDLoader (use GLTF instead). 6 yıl önce
examples 98375c2208 DRACOLoader: Support both default and 'unique ID' attributes. 6 yıl önce
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src 6223184b10 Adds the `.setTime(timeInSeconds)` method to the AnimationMixer object. 6 yıl önce
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utils 2f1a8043a6 Removed AWDLoader (use GLTF instead). 6 yıl önce
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README.md

three.js

NPM package Build Size Build Status Dependencies Dev Dependencies Language Grade

JavaScript 3D library

The aim of the project is to create an easy to use, lightweight, 3D library with a default WebGL renderer. The library also provides Canvas 2D, SVG and CSS3D renderers in the examples.

ExamplesDocumentationWikiMigratingQuestionsForumGitterSlack

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