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

Mr.doob 3e30a6470a Updated builds. hace 11 años
build 3e30a6470a Updated builds. hace 11 años
docs c695eb6cd2 Docs: MeshFaceMaterial does not extend Material. hace 11 años
editor 3f145369af Editor: Fixed OBJ and STL exporters. hace 11 años
examples ad489cce0a Examples: Added SVG example. hace 11 años
src 74507823c7 Minor code clean up. hace 11 años
test 99b7e5311a Fix coding style hace 11 años
utils 29f4476cd9 coverter_to_threejs.py: removed trailing whitespaces hace 11 años
.gitignore 6536ce7052 gitignore node_modules hace 12 años
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. hace 12 años
LICENSE 4857e75774 Update LICENSE hace 12 años
README.md bb3c743e67 Changed README example to use WebGLRenderer. hace 11 años
bower.json cbb711950d r68 hace 11 años

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