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

Gregg Tavares ba5a121799 Fix sample for machines with devicePixelRatio > 1 10 éve
build 5f554c0a93 Updated builds. 10 éve
docs d23db2676b Merge pull request #5485 from vincent/doc.loaders 11 éve
editor a090e551cd Merge pull request #5603 from elisee/fix-5570 10 éve
examples ba5a121799 Fix sample for machines with devicePixelRatio > 1 10 éve
src b90c7c10da Code clean up. 10 éve
test 99b7e5311a Fix coding style 11 éve
utils ca84ec2b4e THREE: Moved Projector fallback code. 10 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 2d59713328 r69 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