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

Joshua Koo c003fac638 Update examples with SplineCurve3 to CatmullRomCurve3 10 years ago
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docs de45fafa7e Updates EdgesHelper documentation 10 years ago
editor 6a1ed12243 Editor: Added Center Action to Geometry panel. 10 years ago
examples c003fac638 Update examples with SplineCurve3 to CatmullRomCurve3 10 years ago
src 8137b8783b Include deprecatation message for THREE.SplineCurve3 10 years ago
test e5cc53358c Fix 'Math.sign' polyfill to match ES6 specs 10 years ago
utils 9bc174a0b8 Add CatmullRomCurve3 which supports catmullrom, centripetal & chordal 10 years ago
.gitignore 6536ce7052 gitignore node_modules 11 years ago
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 years ago
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README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 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 <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