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

Brian Peiris 85f0f52b37 Use MeshBasicMaterial. 10 жил өмнө
build 0d0795de3a Updated builds. 10 жил өмнө
docs acde16b0c5 Minor tweaks. 10 жил өмнө
editor ab58c646e5 App: Fixed VREffect handling. 10 жил өмнө
examples 85f0f52b37 Use MeshBasicMaterial. 10 жил өмнө
src 03b8391b2f Removing MeshFaceMaterial. 10 жил өмнө
test e5cc53358c Fix 'Math.sign' polyfill to match ES6 specs 10 жил өмнө
utils 98dc31d269 Moved more core out of WebGLRenderer. 10 жил өмнө
.gitignore 6536ce7052 gitignore node_modules 11 жил өмнө
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 жил өмнө
LICENSE c12770459e change *copy; to © 10 жил өмнө
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 жил өмнө
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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 <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