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

Mr.doob b60992d24c Editor: Disabling Play/Script by now. 11 éve
build 177ffc7c9e Updated builds. 11 éve
docs d32676ba7e Simplified ShadowMapPlugin. 11 éve
editor b60992d24c Editor: Disabling Play/Script by now. 11 éve
examples aa76dbc804 ColladaLoader: Removed default FlatShading. 11 éve
src 637b8af146 ObjectLoader: Line support. 11 éve
test 99b7e5311a Fix coding style 11 éve
utils 7207a65a78 WebGLRenderer: Refactored plugins. 11 éve
.gitignore 6536ce7052 gitignore node_modules 11 éve
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 éve
LICENSE 4857e75774 Update LICENSE 11 éve
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 éve
bower.json d344a3786c Bower "main" should not point to minified source 11 éve

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