Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript
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15 gadi atpakaļ | |
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| build | 15 gadi atpakaļ | |
| examples | 15 gadi atpakaļ | |
| src | 15 gadi atpakaļ | |
| utils | 15 gadi atpakaļ | |
| LICENSE | 15 gadi atpakaļ | |
| README.md | 15 gadi atpakaļ | |
| TODO | 15 gadi atpakaļ |
The aim of this project is to create a lightweight 3D engine with a very low level of abstraction (aka for dummies). Currently there is no documentation available but feel free to use the examples as a reference and/or read the source code. However, be aware that the API may change from revision to revision breaking compatibility.
The engine can render using <canvas>, <svg> and WebGL.
Other <canvas> based engines: pre3d, pvjs, jsgl, k3d, ... WebGL based: WebGLU, GLGE, C3DL, Copperlicht, SpiderGL, SceneJS, ...
Materials
Particles
Download the minified library and include it in your html.
<script type="text/javascript" src="js/Three.js"></script>
This code creates a camera, then creates a scene object, adds a bunch of random particles in it, creates a <canvas> renderer and adds its viewport in the document.body element.
<script type="text/javascript">
var camera, scene, renderer;
init();
setInterval( loop, 1000 / 60 );
function init() {
camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
for (var i = 0; i < 1000; i++) {
var particle = new THREE.Particle( new THREE.ParticleCircleMaterial( { color: Math.random() * 0x808008 + 0x808080 } ) );
particle.position.x = Math.random() * 2000 - 1000;
particle.position.y = Math.random() * 2000 - 1000;
particle.position.z = Math.random() * 2000 - 1000;
particle.scale.x = particle.scale.y = Math.random() * 10 + 5;
scene.addObject( particle );
}
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function loop() {
renderer.render( scene, camera );
}
</script>
For creating a customised version of the library, including the source files in this order would be a good way to start:
<script type="text/javascript" src="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
<script type="text/javascript" src="../src/core/Vector3.js"></script>
<script type="text/javascript" src="../src/core/Vector4.js"></script>
<script type="text/javascript" src="../src/core/Ray.js"></script>
<script type="text/javascript" src="../src/core/Rectangle.js"></script>
<script type="text/javascript" src="../src/core/Matrix3.js"></script>
<script type="text/javascript" src="../src/core/Matrix4.js"></script>
<script type="text/javascript" src="../src/core/Vertex.js"></script>
<script type="text/javascript" src="../src/core/Face3.js"></script>
<script type="text/javascript" src="../src/core/Face4.js"></script>
<script type="text/javascript" src="../src/core/UV.js"></script>
<script type="text/javascript" src="../src/core/Geometry.js"></script>
<script type="text/javascript" src="../src/cameras/Camera.js"></script>
<script type="text/javascript" src="../src/lights/Light.js"></script>
<script type="text/javascript" src="../src/lights/AmbientLight.js"></script>
<script type="text/javascript" src="../src/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="../src/lights/PointLight.js"></script>
<script type="text/javascript" src="../src/objects/Object3D.js"></script>
<script type="text/javascript" src="../src/objects/Mesh.js"></script>
<script type="text/javascript" src="../src/objects/Particle.js"></script>
<script type="text/javascript" src="../src/objects/Line.js"></script>
<script type="text/javascript" src="../src/materials/Material.js"></script>
<script type="text/javascript" src="../src/materials/LineBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshLambertMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshPhongMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshDepthMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshNormalMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshFaceMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="../src/materials/textures/Texture.js"></script>
<script type="text/javascript" src="../src/scenes/Scene.js"></script>
<script type="text/javascript" src="../src/renderers/Projector.js"></script>
<script type="text/javascript" src="../src/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
2010 11 17 - r29 (69.563 kb)
CanvasRenderer (julianwa)CanvasRenderer and SVGRenderer. (mrdoob)2010 11 04 - r28 (62.802 kb)
Loader class allows load geometry asynchronously at runtime. (alteredq)MeshPhongMaterial working with WebGLRenderer. (alteredq)Projector.unprojectVector and Ray class to check intersections with faces (based on mindlapse work)Projector z-sorting (not as jumpy anymore).2010 10 28 - r25 (54.480 kb)
WebGLRenderer now up to date with other renderers! (alteredq)MeshFaceMaterial (multipass per face)CanvasRenderer and SVGRenderer material handling2010 10 06 - r18 (44.420 kb)
PointLightCanvasRenderer and SVGRenderer basic lighting support (ColorStroke/ColorFill only)Renderer > Projector. CanvasRenderer, SVGRenderer and DOMRenderer do not extend anymorecomputeCentroids method to Geometry2010 09 17 - r17 (39.487 kb)
Light, AmbientLight and DirectionalLight (philogb)WebGLRenderer basic lighting support (philogb)2010 08 21 - r16 (35.592 kb)
Matrix4 and Vector3 methods2010 07 23 - r15 (32.440 kb)
UV instead of Vector2 where it should be usedMesh.flipSided boolean (false by default)CanvasRenderer was handling UVs at 1,1 as bitmapWidth, bitmapHeight (instead of bitmapWidth - 1, bitmapHeight - 1)ParticleBitmapMaterial.offset addedFace4 with MeshBitmapUVMappingMaterial2010 07 17 - r14 (32.144 kb)
CanvasRenderer (more duplicated code, but easier to handle)Face4 now supports MeshBitmapUVMappingMaterial*StrokeMaterial parameters. Now it's color, opacity, lineWidth.BitmapUVMappingMaterial > MeshBitmapUVMappingMaterialColorFillMaterial > MeshColorFillMaterialColorStrokeMaterial > MeshColorStrokeMaterialFaceColorFillMaterial > MeshFaceColorFillMaterialFaceColorStrokeMaterial > MeshFaceColorStrokeMaterialColorStrokeMaterial > LineColorMaterialRectangle.instersects returned false with rectangles with 0px witdh or height2010 07 12 - r13 (29.492 kb)
ParticleCircleMaterial and ParticleBitmapMaterialParticle now use ParticleCircleMaterial instead of ColorFillMaterialParticle.size > Particle.scale.x and Particle.scale.yParticle.rotation.z for rotating the particleSVGRenderer currently out of sync2010 07 07 - r12 (28.494 kb)
WebGLRenderer (ColorFillMaterial and FaceColorFillMaterial by now)Matrix4.lookAt fix (CanvasRenderer and SVGRenderer now handle the -Y)Color now using 0-1 floats instead of 0-255 integers2010 07 03 - r11 (23.541 kb)
Scene.add > Scene.addObjectScene.removeObject2010 06 22 - r10 (23.959 kb)
Object3D.overdraw = true to enable CanvasRenderer screen space point expansion hack.2010 06 20 - r9 (23.753 kb)
autoClear property for renderers.2010 06 06 - r8 (23.496 kb)
Geometry.CanvasRenderer expands screen space points (workaround for antialias gaps).CanvasRenderer supports BitmapUVMappingMaterial.2010 06 05 - r7 (22.387 kb)
2010 05 17 - r6 (21.003 kb)
CanvasRenderer and SVGRendererclearRect optimisations on CanvasRenderer2010 05 16 - r5 (19.026 kb)
THREE namespaceCamera.x -> Camera.position.xCamera.target.x > Camera.target.position.xColorMaterial > ColorFillMaterialFaceColorMaterial > FaceColorFillMaterialColorStrokeMaterial and FaceColorStrokeMaterialgeometry.faces.a are now indexes instead of references2010 04 26 - r4 (16.274 kb)
SVGRenderer Particle renderingCanvasRenderer uses context.setTransform to avoid extra calculations2010 04 24 - r3 (16.392 kb)
Plane and Cube primitives2010 04 24 - r2 (15.724 kb)
Color handling2010 04 24 - r1 (15.25 kb)