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

simonThiele d736fd82f6 fixes on camera tests 10 سال پیش
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docs c3096aded2 Updated docs. 10 سال پیش
editor 1dd5f022c3 Editor: Hiding the Teapot by now as it doesn't currently restore (because is not in core). 10 سال پیش
examples eb5c2c5dc9 Remove "twice" in misc_controls_transform 10 سال پیش
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test d736fd82f6 fixes on camera tests 10 سال پیش
utils c97bcf9bb8 Renamed THREE.PointCloud to THREE.Points. 10 سال پیش
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.npmignore 99d4757bd4 Add NPM support 10 سال پیش
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 سال پیش
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README.md b113db75e1 <canvas> -> `WebGL` 10 سال پیش
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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