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

Michael Herzog 698e43e92c ParametricBufferGeometry: Simplify Code (#9703) 9 anos atrás
.github 5ca49f7ca7 Update ISSUE_TEMPLATE.md (#9563) 9 anos atrás
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editor 247454fea1 Moved ./extras/geometries to ./geometries. 9 anos atrás
examples ce7fb828f6 New ParametricBufferGeometry (#9702) 9 anos atrás
src 698e43e92c ParametricBufferGeometry: Simplify Code (#9703) 9 anos atrás
test 247454fea1 Moved ./extras/geometries to ./geometries. 9 anos atrás
utils 019d3133bd Made convert_to_threejs.py compatible with FBX SDK 2017.0.1 (#8914) (#9697) 9 anos atrás
.gitignore 472ed080fc Merged changes from master- into dev-branch #17 10 anos atrás
.npmignore 28b292583f Removed the src/extras from npmignore, which is already included in the build 9 anos atrás
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README.md 5c3a37e3c5 README: Fixed typo. 9 anos atrás
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README.md

three.js

JavaScript 3D library

The aim of the project is to create an easy to use, lightweight, 3D library. 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.

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 );

}

If everything went well you should see this.

Change log

releases