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

Ben Houston c40cd399f8 missing brace. 10 tahun lalu
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docs 3300ad82a9 Docs: UVMapping is now a constant. 10 tahun lalu
editor bda2f09c86 Updating code to use Raycaster.setFromCamera() method 10 tahun lalu
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utils 6999732f29 adopt common.glsl shader utilities across all shaders where applicable. Fix vec*matrix bug in envmap_fragment.glsl 10 tahun lalu
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CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 tahun lalu
LICENSE 4857e75774 Update LICENSE 11 tahun lalu
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 tahun lalu
bower.json 2d59713328 r69 11 tahun lalu

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