Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript
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14 лет назад | |
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build | 14 лет назад | |
examples | 14 лет назад | |
src | 14 лет назад | |
utils | 14 лет назад | |
.gitignore | 14 лет назад | |
LICENSE | 14 лет назад | |
README.md | 14 лет назад | |
REVISION | 14 лет назад | |
TODO | 14 лет назад |
The aim of the project is to create a lightweight 3D engine with a very low level of complexity — in other words, for dummies. The engine can render using <canvas>, <svg> and WebGL.
Contributors — Getting Started — API Reference
More? #three.js on irc.freenode.net
Download the minified library and include it in your html.
<script src="js/Three.js"></script>
This code creates a camera, then creates a scene, adds a cube on it, creates a <canvas> renderer and adds its viewport in the document.body element.
<script>
var camera, scene, renderer,
geometry, material, mesh;
init();
animate();
function init() {
camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
geometry = new THREE.Cube( 200, 200, 200 );
material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
mesh = new THREE.Mesh( geometry, material );
scene.addObject( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function animate() {
// Include examples/js/RequestAnimationFrame.js for cross-browser compatibility.
requestAnimationFrame( animate );
render();
}
function render() {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render( scene, camera );
}
</script>
2011 05 31 - r41/ROME (265.317 KB, gzip: 64.849 KB)
(Up to this point, some rome specific features managed to get in the lib. The aim is to clean this up in next revisions.)
Face4
support to CollisionSystem
. (NINE78)Particle
support to Ray
. (mrdoob and jaycrossler)Ray.intersectObject
performance by checking boundingSphere first. (mrdoob)repeat
and offset
properties to Texture
. (mrdoob and alteredq)Vector2
, Vector3
and Vector4
. (egraether)2011 04 24 - r40 (263.774 KB, gzip: 64.320 KB)
Object3D.lookAt
. (mrdoob)CollisionSystem
. (drojdjou and alteredq)Trident
object. (sroucheray)data
object to Renderers for getting number of vertices/faces/callDraws from last render. (mrdoob)Projector
handling Particles with hierarchies. (mrdoob)2011 04 09 - r39 (249.048 KB, gzip: 61.020 KB)
Collisions
classes. (drojdjou)Sprite
object. (empaempa)*Loader
issue where Workers were kept alive and next loads were delayed. (alteredq)THREE
namespace to all the classes that missed it. (mrdoob)2011 03 31 - r38 (225.442 KB, gzip: 55.908 KB)
LensFlare
light. (empaempa)ShadowVolume
object (stencil shadows). (empaempa)Loader
(mrdoob)material.transparent
define whether material is transparent or not (before we were guessing). (mrdoob)2011 03 22 - r37 (208.495 KB, gzip: 51.376 KB)
Geometry.uvs
is now a multidimensional array (allowing infinite uv sets) (alteredq)CanvasRenderer
renders Face4
again (without spliting to 2 Face3
) (mrdoob)ParticleCircleMaterial
> ParticleCanvasMaterial
. Allowing injecting any canvas.context
code! (mrdoob)2011 03 14 - r36 (194.547 KB, gzip: 48.608 KB)
WebGLRenderer
aspect ratio bug when scene had only one material. (mrdoob)sizeAttenuation
property to ParticleBasicMaterial
. (mrdoob)PathCamera
. (alteredq)WebGLRenderer
bug when Camera has a parent. CameraCamera.updateMatrix
method. (empaempa)Camera.updateMatrix
method and Object3D.updateMatrix
. (mrdoob)2011 03 06 - r35 (187.875 KB, gzip: 46.433 KB)
translate
, translateX
, translateY
, translateZ
and lookAt
methods to Object3D
. (mrdoob)setViewport
and setScissor
to WebGLRenderer
. (alteredq)2011 03 02 - r34 (186.045 KB, gzip: 45.953 KB)
QuakeCamera
for easy fly-bys (alteredq)LOD
example (alteredq)2011 02 26 - r33 (184.483 KB, gzip: 45.580 KB)
ParticleSystem
object to WebGLRenderer
(alteredq)Line
support to WebGLRenderer
(alteredq)WebGLRenderer
(alteredq)Ribbon
object. (alteredq)WebGLRenderer
(alteredq)Sound
object and SoundRenderer
. (empaempa)LOD
, Bone
, SkinnedMesh
objects and hierarchy being developed. (empaempa)2010 12 31 - r32 (89.301 KB, gzip: 21.351 KB)
Scene
now supports Fog
and FogExp2
. WebGLRenderer
only right now. (alteredq)setClearColor( hex, opacity )
to WebGLRenderer
and CanvasRenderer
(alteredq & mrdoob)WebGLRenderer
shader system refactored improving performance. (alteredq)Projector
now does frustum culling of all the objects using their sphereBoundingBox. (thx errynp)material
property changed to materials
globaly.2010 12 06 - r31 (79.479 KB, gzip: 18.788 KB)
WebGLRenderer
python build.py --includes
generates includes string2010 11 30 - r30 (77.809 KB, gzip: 18.336 KB)
WebGLRenderer
(alteredq)SmoothShading
support on CanvasRenderer
/MeshLambertMaterial
MeshShaderMaterial
for WebGLRenderer
(alteredq)RenderableFace4
from Projector
/CanvasRenderer
(maybe just temporary).GeometryUtils
, ImageUtils
, SceneUtils
and ShaderUtils
(alteredq & mrdoob)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)
PointLight
CanvasRenderer
and SVGRenderer
basic lighting support (ColorStroke/ColorFill only)Renderer
> Projector
. CanvasRenderer
, SVGRenderer
and DOMRenderer
do not extend anymorecomputeCentroids
method to Geometry
2010 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 MeshBitmapUVMappingMaterial
2010 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
> MeshBitmapUVMappingMaterial
ColorFillMaterial
> MeshColorFillMaterial
ColorStrokeMaterial
> MeshColorStrokeMaterial
FaceColorFillMaterial
> MeshFaceColorFillMaterial
FaceColorStrokeMaterial
> MeshFaceColorStrokeMaterial
ColorStrokeMaterial
> LineColorMaterial
Rectangle.instersects
returned false with rectangles with 0px witdh or height2010 07 12 - r13 (29.492 KB)
ParticleCircleMaterial
and ParticleBitmapMaterial
Particle
now use ParticleCircleMaterial
instead of ColorFillMaterial
Particle.size
> Particle.scale.x
and Particle.scale.y
Particle.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.addObject
Scene.removeObject
2010 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 SVGRenderer
clearRect
optimisations on CanvasRenderer
2010 05 16 - r5 (19.026 KB)
THREE
namespaceCamera.x
-> Camera.position.x
Camera.target.x
> Camera.target.position.x
ColorMaterial
> ColorFillMaterial
FaceColorMaterial
> FaceColorFillMaterial
ColorStrokeMaterial
and FaceColorStrokeMaterial
geometry.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)