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

Mr.doob c070c019b7 Minor tweaks. пре 11 година
build 32919d703e Updated builds. пре 11 година
docs d5ab8a66e3 Removed SceneLoader. пре 11 година
editor d5ab8a66e3 Removed SceneLoader. пре 11 година
examples c070c019b7 Minor tweaks. пре 11 година
src 94125d9ec3 More tweaks to Texture. пре 11 година
test 9582770323 Merge branch 'vector-methods' of https://github.com/twhittock/three.js into dev пре 11 година
utils 6d3415e206 Added THREE.CubeTexture. пре 11 година
.gitignore 6536ce7052 gitignore node_modules пре 11 година
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. пре 11 година
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README.md dc0eaeb2c0 README: Removed requestAnimationFrame note. пре 11 година
bower.json fa4e4ae77f Updated bower. пре 11 година

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.CanvasRenderer();
		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