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

mkkellogg a7eed9d638 Updated cubeToUV() to a reduced-instruction version with minimal branching, and updated near plane values for shadow map cameras to be at least 1. 10 years ago
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editor c95ac998ad Editor: More animation code commented out. 10 years ago
examples a7eed9d638 Updated cubeToUV() to a reduced-instruction version with minimal branching, and updated near plane values for shadow map cameras to be at least 1. 10 years ago
src a7eed9d638 Updated cubeToUV() to a reduced-instruction version with minimal branching, and updated near plane values for shadow map cameras to be at least 1. 10 years ago
test 194cbacaf7 add unit tests for event dispatcher 10 years ago
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CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 years ago
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README.md b113db75e1 <canvas> -> `WebGL` 10 years ago
bower.json 94b0ae1f47 Remove moot `version` property from bower.json dev branch 10 years ago
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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 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.

<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