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

Ben Houston ad068a8757 ensure that "THREE.CLASSNAME:" prefixes all warnings and errors. Redirect two console.log warnings to THREE.warning for improved robustness. 10 жил өмнө
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editor bda2f09c86 Updating code to use Raycaster.setFromCamera() method 10 жил өмнө
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src ad068a8757 ensure that "THREE.CLASSNAME:" prefixes all warnings and errors. Redirect two console.log warnings to THREE.warning for improved robustness. 10 жил өмнө
test 05e26f97cc fix Euler.setFromQuaternion bug - see #5659 10 жил өмнө
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CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 жил өмнө
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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