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

Ben Houston 3f4804977b expose energyConserving as a material parameter on MeshPhongMaterial. 10 yıl önce
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src 3f4804977b expose energyConserving as a material parameter on MeshPhongMaterial. 10 yıl önce
test a99f5f8f68 add tests for bufferGeometry 10 yıl önce
utils 5d4ad85135 rely less on the preprocessing, add GGX shader with SmithGeometry visibility, GGX distribution. 10 yıl önce
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CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 yıl önce
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README.md b113db75e1 <canvas> -> `WebGL` 10 yıl önce
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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