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

Mr.doob a2b1daef82 Updated examples that don't really need NormalDisplacementShader. 10 lat temu
build ef8bc6c750 Updated builds. 10 lat temu
docs 3300ad82a9 Docs: UVMapping is now a constant. 10 lat temu
editor bda2f09c86 Updating code to use Raycaster.setFromCamera() method 10 lat temu
examples a2b1daef82 Updated examples that don't really need NormalDisplacementShader. 10 lat temu
src fb9fac0a52 Removed special normalMap cases from Loaders. 10 lat temu
test 05e26f97cc fix Euler.setFromQuaternion bug - see #5659 10 lat temu
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.gitignore 6536ce7052 gitignore node_modules 11 lat temu
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 lat temu
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README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 lat temu
bower.json 2d59713328 r69 11 lat temu

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