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

jackcaron cedf004577 put blend shape first, more stable approach 10 лет назад
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editor 0c42f98876 Removed tangents code. See #7094. 10 лет назад
examples 32befcc1a4 make it easy to synchronize to actions together. 10 лет назад
src 32befcc1a4 make it easy to synchronize to actions together. 10 лет назад
test 43f1e3de9b Removed WebGLDeferredRenderer. See #7095. 10 лет назад
utils cedf004577 put blend shape first, more stable approach 10 лет назад
.gitignore 6536ce7052 gitignore node_modules 11 лет назад
.npmignore 99d4757bd4 Add NPM support 10 лет назад
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 лет назад
LICENSE c12770459e change *copy; to © 10 лет назад
README.md b113db75e1 <canvas> -> `WebGL` 10 лет назад
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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 WebGL 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