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

Vincent Lark 3dd4450e1c typos před 11 roky
build 83626ee5d7 Updated builds. před 11 roky
docs 3dd4450e1c typos před 11 roky
editor ee4436a401 Editor: Trying to bring back Scripting. před 11 roky
examples 040d162177 add missing LoadingManager před 11 roky
src 7c0d5b020c missing LoadingManager in some loaders před 11 roky
test 99b7e5311a Fix coding style před 11 roky
utils a881ec50df WebGLRenderer: Refactored extensions code. před 11 roky
.gitignore 6536ce7052 gitignore node_modules před 11 roky
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. před 11 roky
LICENSE 4857e75774 Update LICENSE před 11 roky
README.md bb3c743e67 Changed README example to use WebGLRenderer. před 11 roky
bower.json d344a3786c Bower "main" should not point to minified source před 11 roky

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