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

Mr.doob b8fa3944c4 WebGLRenderer: Tweaked drawRange/groups handling. As per @WestLangley suggestion in 068939194e840800e93d993474d5c75bc0f61337. 10 years ago
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editor 5720ae4e06 Geometry: Removed morphColors. 10 years ago
examples bea45d2a19 Clean up. 10 years ago
src b8fa3944c4 WebGLRenderer: Tweaked drawRange/groups handling. As per @WestLangley suggestion in 068939194e840800e93d993474d5c75bc0f61337. 10 years ago
test 194cbacaf7 add unit tests for event dispatcher 10 years ago
utils f1d3105ca6 Refactored Light's shadow API. 10 years ago
.gitignore 6536ce7052 gitignore node_modules 11 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
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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