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

Michael Bond d6ee350d1b Reverting Three.js 10 years ago
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editor 4cd38f71dd Editor: Updated File/Export OBJ 11 years ago
examples dbe78d7a43 Cleanup to remove builds 10 years ago
src d6ee350d1b Reverting Three.js 10 years ago
test 99b7e5311a Fix coding style 11 years ago
utils 87c5d2a229 Fixed the bone parent index to derive the index value from the bone mapping 11 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
bower.json 2d59713328 r69 11 years ago

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