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

Mr.doob b986b15a3b Updated builds. 11 years ago
build b986b15a3b Updated builds. 11 years ago
docs d32676ba7e Simplified ShadowMapPlugin. 11 years ago
editor ee4436a401 Editor: Trying to bring back Scripting. 11 years ago
examples d32676ba7e Simplified ShadowMapPlugin. 11 years ago
src d32676ba7e Simplified ShadowMapPlugin. 11 years ago
test 99b7e5311a Fix coding style 11 years ago
utils 7207a65a78 WebGLRenderer: Refactored plugins. 11 years ago
.gitignore 6536ce7052 gitignore node_modules 11 years ago
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 years ago
LICENSE 4857e75774 Update LICENSE 11 years ago
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 years ago
bower.json d344a3786c Bower "main" should not point to minified source 11 years ago

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