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

Mr.doob 45c901461c Updated builds. vor 11 Jahren
build 45c901461c Updated builds. vor 11 Jahren
docs 821eb53cc9 Typo in GridHelper docs vor 11 Jahren
editor 16d66991c7 Audio: Safari support. vor 11 Jahren
examples 6d41888106 DeviceOrientationControls: Calling connect() by default. vor 11 Jahren
src 00b6a878ca Audio: Added setLoop(). vor 11 Jahren
test 99b7e5311a Fix coding style vor 11 Jahren
utils 662eaa17f1 Moved CanvasRenderer to examples folder. vor 11 Jahren
.gitignore 6536ce7052 gitignore node_modules vor 11 Jahren
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. vor 11 Jahren
LICENSE 4857e75774 Update LICENSE vor 11 Jahren
README.md bb3c743e67 Changed README example to use WebGLRenderer. vor 11 Jahren
bower.json cbb711950d r68 vor 11 Jahren

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